









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Ashes of Urh'Rok 1.7.4Official 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 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.4Official 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 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official 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 | Nightmare Adventure |
| Sex | Male |
| Race | Yeek |
| Class | Doomed |
| Level / Exp | 22 / 48% |
| Size | small |
| Lifes / Deaths | Killed by Norgos, the Frozen at level 13 on the 4th Dusk 122nd year of Ascendancy at 01:33 0 / 6Killed by ultimate gwelgoroth at level 14 on the 9th Dusk 122nd year of Ascendancy at 10:36 Killed by Azind the thalore at level 18 on the 46th Dusk 122nd year of Ascendancy at 23:09 Killed by Horned Horror at level 20 on the 51st Dusk 122nd year of Ascendancy at 04:30 Killed by Assassin Lord at level 21 on the 1st Haze 122nd year of Ascendancy at 14:24 Killed by Poletta the brittle clear ooze at level 22 on the 40th Haze 122nd year of Ascendancy at 05:45 |
| Antimagic | Follower |
Primary Stats
| Strength | 9 (base 10) |
| Dexterity | 8 (base 10) |
| Constitution | 5 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 62 (base 50) |
| Cunning | 62 (base 42) |
Resources
| Life | -29/341 |
| Hate | 55/104 |
| Equilibrium | 0 |
| Healing Factor | 0.83848059437553 |
| Regeneration | 10.774475637726 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +112.58159546285% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 19 |
| Accuracy | 41 |
| Crit Chance | 24% |
| APR | 27 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 17 |
| Accuracy | 41 |
| Crit Chance | 22% |
| APR | 27 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 51 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +16% |
| Fire | +5% |
| Cold | +20% |
| Physical | +5% |
| Mind | +20% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +27% |
| Physical | +17% |
| Cold | +22% |
| Blight | +27% |
| Arcane | +17% |
| Mind | +22% |
| All | +7% |
Defense: Base
| Armour (hardiness) | 29 (30%) |
| Defense | 41 |
| Ranged Defense | 41 |
| Fatigue | 0 |
| Physical Save | 15 |
| Spell Save | 29 |
| Mental Save | 39 |
Defense: Resistances
| Acid | + 23%( 70%) |
| Blight | + 12%( 70%) |
| Arcane | + 14%( 70%) |
| Cold | + 18%( 70%) |
| All | + 9%( 70%) |
| Lightning | + 24%( 70%) |
| Physical | + 20%( 70%) |
| Fire | + 12%( 70%) |
| Nature | + 9%( 70%) |
Defense: Immunities
| Stun Resistance | 93% |
| Bleed Resistance | 10% |
| Confusion Resistance | 100% |
| Fear Resistance | 45% |
| Silence Resistance | 44% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 45% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -424 life. The duration and life will increase by 1% for every 1% life you have lost (currently 885 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
| 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 physical effect and reduce all damage taken by 27% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 271 life over 5 turns. Its effects scale with your Cunning stat. |
Class Talents
| Cursed / Darkness | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Punishments | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 1/5 |
| Cursed / Shadows | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Force of will | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Gestures | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Dark sustenance | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 2/5 |
| 4/5 |
| 0/5 |
Effects
Quests
You successfully escorted the lone alchemist to the recall portal on level 1 of Heart of the Gloom. Escort: lone alchemist (level 1 of Heart of the Gloom)As a reward you gained talent category Wild-gift / Mindstar mastery (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Scintillating Caves. Escort: repented thief (level 2 of Scintillating Caves)As a reward you improved Cunning by +5. | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * You have explored the ritch tunnels and vanquished their queen. | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | 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. * 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. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Floeburst the pair of rough leather boots (25 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +25 (+8 eff.) Changes resistances penetration: +5% cold Mental save: +3 (+1 eff.) Cut immunity: +10% Silence immunity: +10% Life regen: +2.00 Healing mod.: +10% A pair of boots made of leather. |
| Light source | piercing alchemist's lamp of healthInfused by nature Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +9 Changes resistances penetration: +7% all Maximum life: +52.00 Light radius: +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 15 power out of 30/30) : Effective talent level: 1.0 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 48.48 to 145.45 lightning damage (96.96 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
| On hands | Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+0 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 64.29 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
| Tool | Salima the elm totem of healing [power 122] (14/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 15% Changes stats: +2 Cun Changes resistances penetration: +5% mind Changes damage: +9% mind Equilibrium when hit: +0.04 Maximum hate: +4.00 It can be used to heal yourself and all friendly characters within 10 spaces for 122 Activation puts all charms on cooldown for 15 turns. When used: * Gain a 12% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | warrior's copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Stun/Freeze immunity: +21% Life regen: +2.00 Rings make your fingers look great! |
| On fingers | steel ring 'Skybreak'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 4 lightning Changes resistances penetration: +20% blight / +10% arcane / +20% lightning Spell save: +9 (+4 eff.) Stun/Freeze immunity: +27% Life regen: +3.00 Spell crit. chance: +2% Rings make your fingers look great! |
| Around neck | serendipitous copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +6 (+6 eff.) Defense: +5 (+1 eff.) Changes stats: +5 Lck Reduce all damage from unseen attackers: 10% Amulets make your neck look great! |
| In main hand | Eye of Winter (Misfortune) (94% power, 18 apr, cold damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Power: 95% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Cold Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +10 Changes resistances: -10% fire Changes resistances penetration: +10% cold Changes damage: +10% cold Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Talent on hit(mindpower): Winter's Fury (10% chance level 2). Curse of Misfortune This mindstar glows with a dim cool light, but seems somehow incomplete. |
| Around waist | rough leather belt 'Emelle'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +1 Wil Changes resistances: +3% blight / +3% fire Critical mult.: +15.00% Spell save: +3 (+1 eff.) Life regen: +1.10 Healing mod.: +12% A belt that goes around your waist. |
| In off hand | Gloryrialdaba the Stormsmasher (Madness) (87% power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 Power: 87% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +4 lightning When wielded/worn: Changes stats: +4 Cun Changes resistances: +6% lightning Changes damage: +6% lightning / +6% mind Talent granted: +1 Attune Mindstar Critical mult.: +10.00% Life regen: +0.50 Maximum life: +13.00 Mindpower: +7 (+2 eff.) Mental crit. chance: +2% Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | Eilinota (21 def, 4 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+2 eff.) Armour: +4 Defense: +21 (+7 eff.) Fatigue: -2% Changes resistances: +5% arcane Mental save: +3 (+1 eff.) Life regen: +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Robe of Force (12 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+4 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical / +9% all Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+7 eff.) Mindpower: +8 (+2 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 47.32 to 59.15 physical damage (based on Willpower and Cunning) with knockback Activation costs 10 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Inventory
healing infusion of the psychic (heal 164; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 164 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the psychic (speed 677%; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 677% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 415%; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 415% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 295; 15 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 295 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Reflection (--)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 150 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Isulera the voratun waraxe (Corpses) (148% power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 149% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (radius 2) on crit: +37 acid / +57 fire / +28 nature When wielded/worn: Accuracy: +7 (+7 eff.) Armour penetration: +8 Defense: +10 (+3 eff.) Effects on melee hit: * 20 arcane resource burn Changes resistances: +3% acid / +3% temporal / +3% light / +3% blight / +6% nature Changes resistances penetration: +14% acid / +11% fire / +15% nature Disarm immunity: +27% Global speed: +6% Curse of Corpses One-handed war axes. |
Oozewreath the voratun waraxe (Madness) (150% power, 6 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 150% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Curse of Impotence (40% chance level 5). On weapon hit: * 5% chance to reduce strength, dexterity, and constitution by 6 Damage (Melee): +12 blight / +4 mind / +16 nature When wielded/worn: Changes resistances penetration: +20% nature Changes damage: +3% nature / +9% mind Curse of Madness One-handed war axes. |
linen cloak 'Furnaceobsidian' (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +1 (+1 eff.) Defense: +1 (+0 eff.) Fatigue: -3% Changes resistances: +5% arcane Changes resistances penetration: +15% light / +20% fire Changes damage: +9% light / +3% fire Light radius: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots 'Siluda' (18 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +18 (+6 eff.) Changes stats: +1 Wil Critical mult.: +5.00% Disarm immunity: +20% Healing mod.: +5% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 17% chance to evade melee and ranged attacks and 6 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Runaromintir the cashmere wizard hat (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +5 Wil Changes resistances: +9% mind Critical mult.: +15.00% Physical save: +10 (+7 eff.) Spell save: +6 (+3 eff.) Mental save: +9 (+3 eff.) Disease immunity: +20% A pointy cloth hat, very wizardly... |
Ulfagontir (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +6% fire / +6% temporal / +7% cold Critical mult.: +5.00% Spell save: +6 (+3 eff.) Hate when firing a critical mind attack: +3.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rejuvenating cured leather armour of the deep (6 def, 6 armour)Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +6 (+2 eff.) Fatigue: +7% Changes resistances: +6% acid / +5% cold Allows you to breathe in: water Life regen: +2.80 Stamina each turn: +0.50 A suit of armour made of leather. |
Aeraldama the voratun plate armour (0 def, 18 armour)Requires: - Massive armour training - Strength 60 Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Accuracy: +15 (+12 eff.) Armour penetration: +2 Armour: +18 Fatigue: +22% Changes stats: +13 Str Changes resistances: +22% acid / +24% cold / +16% darkness / +15% physical Critical mult.: +5.00% Light radius: +1 It can be used to activate talent Track, 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: Sense foes around you in a radius of 19 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
quiver of dragonbone arrows 'Tundraquick' (25/25, 182% power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 182% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +3.0% Capacity: 25 On weapon hit: * 20% chance to reduce all saves and defense by 31 Damage (Ranged): +52 cold Damage (radius 1) on hit: +12 cold / +30 fire Damage (radius 2) on crit: +8 mind / +4 cold Arrows are used with bows to pierce your foes to death. |
5 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. |
120 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. |
2 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. |
3 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. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+4 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+4 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. |
Aruvea the iron pickaxe (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Str / +3 Dex / +2 Cun Changes resistances: +2% physical Stamina each turn: +1.00 Mental crit. chance: +2% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+2 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. |
Silybretira the VoidquarryInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +9% darkness Changes damage: +6% darkness / +9% cold Mental save: +6 (+2 eff.) Light radius: +3 See stealth: +8 See invisible: +10 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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 (+4 eff.) Mindpower: +5 (+1 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 12 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 20% 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. |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 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. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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 Activation costs 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) Activation costs 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. |
Bizzare Contraption2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +8 Cun Changes resistances: +15% lightning Changes damage: +15% lightning Physical save: +18 (+11 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
elm wand of shielding 'Murkvortex' [power 116] (14/20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 15% Changes resistances: +3% darkness Changes resistances penetration: +10% acid Changes damage: +18% darkness It can be used to create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
piercing elm wand of lightning storm [power 116] (14/15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 26 lightning damage and will be dazed for 1 turn (134 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
13 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. |
7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 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
Antimagic! (Nightmare (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Hugin the Yeek Doomed level 18
41st Dusk 122nd year of Ascendancy at 21:32 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Hugin the Yeek Doomed level 21
1st Haze 122nd year of Ascendancy at 09:30 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Hugin the Yeek Doomed level 10
1st Flare 122nd year of Ascendancy at 17:05 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Hugin the Yeek Doomed level 20
50th Dusk 122nd year of Ascendancy at 12:38 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Hugin the Yeek Doomed level 21
1st Haze 122nd year of Ascendancy at 16:32 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Hugin the Yeek Doomed level 21
20th Haze 122nd year of Ascendancy at 08:09 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Hugin the Yeek Doomed level 20
51st Dusk 122nd year of Ascendancy at 06:36 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Hugin the Yeek Doomed level 21
21st Haze 122nd year of Ascendancy at 18:00 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Hugin the Yeek Doomed level 21
52nd Dusk 122nd year of Ascendancy at 07:40 see stats
Log
Hugin's Rotting Disease from Giant digestive sack (opened) was extended!
Hugin is no longer attuned.
Hugin's Resolve was stripped!
Melee retaliation strikes Poletta the brittle clear ooze in the darkness (+9% damage).
Poletta the brittle clear ooze hits Hugin for (47 deflected), 48 physical, 0 arcane (48 total damage).
Melee retaliation hits Poletta the brittle clear ooze for (5 flat reduction), 0 lightning (0 total damage).
You have deflected 7 incoming damage!
Hugin's mind surges with critical power!
Hugin attunes to the damage.
Rotting Disease from Giant digestive sack (opened) hits Hugin for (7 deflected), 8 blight (8 total damage).
Hugin's creeping dark hits Poletta the brittle clear ooze for (13 flat reduction), 23 darkness (23 total damage).
Hugin activates his Salima the elm totem of healing!
You have deflected 11 incoming damage!
Poletta the brittle clear ooze's devouring flames area effect drains life from Hugin!
Poletta the brittle clear ooze's healing is amplified!
Poletta the brittle clear ooze steals healing from Hugin!
Hugin strikes Poletta the brittle clear ooze in the darkness (+9% damage).
Hugin hits Poletta the brittle clear ooze for (13 flat reduction), 6 lightning, 2 healing (6 total damage) [2 healing].
Poletta the brittle clear ooze receives 131 healing from Healing Nexus Redirection from Poletta the brittle clear ooze.
Poletta the brittle clear ooze's devouring flames area effect hits Hugin for (11 deflected), 12 fire (12 total damage).
You have deflected 4 incoming damage!
Poletta the brittle clear ooze throws a finishing uppercut.
You have deflected 88 incoming damage!
Hugin resists the stun!
Melee retaliation strikes Poletta the brittle clear ooze in the darkness (+9% damage).
Melee retaliation hits Poletta the brittle clear ooze for (5 flat reduction), 0 lightning (0 total damage).
Rotting Disease from Giant digestive sack (opened) hits Hugin for (4 deflected), 6 blight (6 total damage).
Poletta the brittle clear ooze hits Hugin for (88 deflected), 89 physical (89 total damage).
Hugin the level 22 yeek doomed was punctured to death by Poletta the brittle clear ooze on level 4 of Sandworm lair.



























































































