











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 | Cornac |
| Class | Cursed |
| Level / Exp | 23 / 54% |
| Size | medium |
| Lifes / Deaths | Killed by Abhula the thalore at level 13 on the 16th Dusk 122nd year of Ascendancy at 21:15 0 / 6Killed by worm that walks at level 17 on the 8th Haze 122nd year of Ascendancy at 13:40 Killed by Voryta the shadow stalker at level 23 on the 69th Haze 122nd year of Ascendancy at 17:34 Killed by Kyless at level 23 on the 70th Haze 122nd year of Ascendancy at 07:51 Killed by Kyless at level 23 on the 70th Haze 122nd year of Ascendancy at 09:11 Killed by armoured skeleton warrior at level 23 on the 2nd Allure 123rd year of Ascendancy at 06:28 |
Primary Stats
| Strength | 53 (base 47) |
| Dexterity | 25 (base 10) |
| Constitution | 27 (base 20) |
| Magic | 10 (base 10) |
| Willpower | 53 (base 44) |
| Cunning | 13 (base 10) |
Resources
| Life | -7/592 |
| Hate | 107/107 |
| Healing Factor | 1.5523358291739 |
| Regeneration | 13.893405671106 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 3 |
Offense: Mainhand
| Damage | 86 |
| Accuracy | 40 |
| Crit Chance | 10% |
| APR | 7 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 44 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +15% |
| Light | +10% |
| Temporal | +9% |
| Blight | +9% |
| Nature | +11% |
| Mind | +6% |
| All | 0% |
Offense: Damage Penetration
| Temporal | +15% |
Defense: Base
| Armour (hardiness) | 20 (30%) |
| Defense | 37 |
| Ranged Defense | 37 |
| Fatigue | 12 |
| Physical Save | 27 |
| Spell Save | 22 |
| Mental Save | 25 |
Defense: Resistances
| Blight | + 32%( 70%) |
| Physical | + 9%( 70%) |
| Cold | + 23%( 70%) |
| All | + 4%( 70%) |
| Lightning | + 11%( 70%) |
| Light | + 33%( 70%) |
| Temporal | + 11%( 70%) |
| Mind | + 16%( 70%) |
| Darkness | + 10%( 70%) |
| Nature | + 44%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Pinning Resistance | 100% |
| Disarm Resistance | 25% |
| Confusion Resistance | 70% |
| Fear Resistance | 45% |
| Stun Resistance | 45% |
| Poison Resistance | 10% |
| Knockback Resistance | 45% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 257 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 152 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 394.58 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. |
Class Talents
| Cursed / Gloom | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 4/5 |
| Cursed / Predator | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Rampage | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Effects
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You failed to protect the injured seer from death by Xeruma the hornet swarm. Escort: injured seer (level 1 of Old Forest) | failed |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Willpower by +5. | 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 Dexterity by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You failed to protect the temporal explorer from death by shivgoroth. Escort: temporal explorer (level 2 of Norgos Lair) | 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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past. You have destroyed the merchant caravan that you once considered family. Seek out Kyless' cave in the northern part of the meadow and end him. Perhaps the curse will end with him. | 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 Possessed. | 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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 70. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of 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 vial of squid ink. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed sandworm tooth. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed black mamba head. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one skeleton mage skull. If the eyes are still glowing, please bash it around a bit until they fade. I'll not have another one of those coming alive and wreaking havoc in my lab.' * You've found the needed naga tongue. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast 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 | Wanderer's Rest (Misfortune) (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+2 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% Curse of Misfortune It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 3.6 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
| Light source | Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(110 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | dwarven-steel helm 'Ivuda' (Corpses) (25 def, 4 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Defense: +25 (+9 eff.) Fatigue: +4% Changes resistances: +7% lightning / +7% temporal / +6% darkness / +9% blight Spell save: +3 (+2 eff.) Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Nyldir the dwarven-steel gauntlets (Misfortune) (0 def, 6 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Physical crit. chance: +1.0% Armour: +6 Fatigue: +3% Changes stats: +1 Con Changes damage: +9% blight Critical mult.: +15.00% Physical save: +7 (+4 eff.) Mental save: +7 (+3 eff.) Disarm immunity: +25% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 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. |
| On fingers | Kachak (Misfortune)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 28 Damage when hit (Melee): 4 mind Changes stats: +4 Dex Changes resistances: +22% nature Changes damage: +11% nature Mental crit. chance: +1% Curse of Misfortune Rings make your fingers look great! |
| On fingers | gladiator's gold ring of misery (Misfortune)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 28 Damage (Melee): 11 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 28 Damage (Ranged): 8 physical Changes stats: +6 Str / +1 Cun / +5 Con Hate when firing a critical mind attack: +1.00 Maximum hate: +7.00 Curse of Misfortune It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
| Around neck | gold amulet 'Squalorquake'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour penetration: +2 Effects on melee hit: * 20% chance to slow global speed by 55% Damage when hit (Melee): 4 nature Changes stats: +1 Con Changes resistances: +13% mind Reduces incoming crit damage: 10.00% Confusion immunity: +25% Light radius: +3 Infravision radius: +3 Amulets make your neck look great! |
| In main hand | plaguebringer's stralite waraxe (Misfortune) (30-42 power, 5 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 30.0 - 42.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 4). On weapon hit: * 8% chance to reduce strength, dexterity, and constitution by 6 Damage (Melee): +6 blight When wielded/worn: Disease immunity: +27% Curse of Misfortune One-handed war axes. |
| Around waist | Girdle of the Calm Waters (Nightmares)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% Curse of Nightmares A belt rumoured to have been worn by the Conclave healers. |
| In off hand | warded dwarven-steel shield of shrapnel (Shrouds) (0 def, 6 armour, 30-36 power, 84 block)Requires: - Shield usage training - Strength 24 Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 30.0 - 36.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +84 On weapon hit: * reduce the cooldown of your ward talent by 1 When wielded/worn: Armour: +6 Fatigue: +8% On shield block: * Cause enemies within radius 6 to bleed for 196 physical damage over 5 turns (1/turn) Maximum wards: +5 lightning / +5 temporal / +5 darkness / +5 fire / +4 nature / +4 blight / +5 cold / +5 arcane / +4 light Talents granted: +1 Ward +1 Block Curse of Shrouds Handheld deflection devices. |
| Cloak | cashmere cloak 'Velimina' (Misfortune) (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Cun / +3 Dex Changes resistances penetration: +15% temporal Changes damage: +9% temporal Reduces incoming crit damage: 15.00% Poison immunity: +10% Life regen: +4.00 Healing mod.: +10% Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Blackwing the cured leather armour (Misfortune) (6 def, 4 armour)Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +7% Changes stats: +3 Wil Changes damage: +15% darkness / +6% mind Critical mult.: +5.00% Life regen: +4.70 Maximum life: +41.00 Maximum psi: +20.00 Healing mod.: +12% Curse of Misfortune A suit of armour made of leather. |
Inventory
regeneration infusion of the wizard (heal 222; 15 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 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 222 life over 5 turns. Its effects scale with your Magic 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. |
ArcdareInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour penetration: +1 Changes stats: +2 Str / +1 Dex / +3 Con Changes resistances penetration: +10% lightning Critical mult.: +10.00% Stamina each turn: +2.00 Only die when reaching: -20.00 life Amulets make your neck look great! |
restful copper amulet of soulsearingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes damage: +6% blight / +6% fire Critical mult.: +11.00% Life regen: +2.00 Spellpower: +6 (+6 eff.) Amulets make your neck look great! |
rogue's steel ring of power (Shrouds)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Defense: +6 (+3 eff.) Changes stats: +3 Cun Spellpower: +8 (+8 eff.) Mindpower: +5 (+1 eff.) Curse of Shrouds Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.voratun ring 'Neryriatira' (Nightmares) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +9 (+3 eff.) Changes stats: +1 Wil Mana each turn: +0.08 Psi when hit: +0.16 Hate when firing a critical mind attack: +4.00 Spellpower: +10 (+10 eff.) Spell crit. chance: +2% Mindpower: +9 (+3 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Nightmares Rings make your fingers look great! |
flaming iron battleaxe (Nightmares) (12-18 power, 1 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 12.0 - 18.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% Damage (radius 1) on hit: +9 fire Curse of Nightmares Massive two-handed battleaxes. |
Noonfurnace the dwarven-steel longsword (Nightmares) (24-33 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 23.5 - 32.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Damage (radius 1) on hit: +16 physical When wielded/worn: Accuracy: +12 (+4 eff.) Defense: +10 (+4 eff.) Changes stats: +5 Str Changes resistances: +9% light Changes damage: +13% physical Physical save: +9 (+5 eff.) Curse of Nightmares Sharp, long, and deadly. |
Rainvein (Madness) (28-40 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 28.5 - 39.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +9% cold Changes resistances penetration: +15% darkness / +15% cold Changes damage: +12% cold Curse of Madness Sharp, long, and deadly. |
balanced iron longsword of erosion (Nightmares) (12-18 power, 2 apr)Requires: - Strength 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +6 nature When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +5 (+2 eff.) Disarm immunity: +21% Curse of Nightmares Sharp, long, and deadly. |
truestriking steel longsword of amnesia (Shrouds) (16-23 power, 3 apr)Requires: - Strength 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 16.5 - 23.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +5 Changes resistances penetration: +7% physical Curse of Shrouds Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.Faleyon the Glacierknight (Nightmares) (44-61 power, 11 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 43.5 - 60.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +11 Crit. chance: +3.0% Attack speed: 100% Damage Shield penetration (this weapon only): +14% When wielded/worn: Changes stats: +8 Mag Changes damage: +6% cold Critical mult.: +20.00% Maximum hate: +4.00 Mental crit. chance: +3% Curse of Nightmares Blunt and deadly. |
flaming iron mace of daylight (Shrouds) (14-20 power, 2 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 14.0 - 19.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% Damage (Melee): +5 light Damage (radius 1) on hit: +6 fire Damage against: +6% Undead Curse of Shrouds Blunt and deadly. |
Boltblast the rough leather belt (Misfortune)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% fire / +6% cold Changes resistances penetration: +10% lightning Physical save: +9 (+5 eff.) Spell save: +6 (+3 eff.) Mental save: +12 (+6 eff.) Confusion immunity: +10% Curse of Misfortune A belt that goes around your waist. |
resilient linen cloak of Iron Throne (Nightmares) (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Str / +1 Con Maximum life: +31.00 Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Dourfoe (Misfortune) (0 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +3 Dex / +5 Wil / +3 Cun Changes damage: +3% darkness Physical save: +7 (+4 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) See invisible: +3 Curse of Misfortune Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
miner's pair of dwarven-steel boots of speed (Shrouds) (0 def, 7 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +7 Fatigue: +3% Infravision radius: +1 Movement speed: +25% Curse of Shrouds Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.pair of dwarven-steel boots of phasing (Shrouds) (0 def, 4 armour) Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Mag / +2 Wil Curse of Shrouds It can be used to blink to a nearby random location (rad 8) Activation puts all charms on cooldown for 25 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (Nightmares) (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+0 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares These gloves are coated with a thick, green liquid. |
linen wizard hat 'Airbreaker' (Misfortune) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Str / +1 Dex / +3 Cun Changes resistances: +15% nature / +6% lightning Changes damage: +10% nature Mental save: +6 (+3 eff.) Equilibrium when hit: +0.04 Curse of Misfortune A pointy cloth hat, very wizardly... |
fortifying iron mail armour (Corpses) (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +2 Str / +3 Con Maximum life: +32.00 Curse of Corpses A suit of armour made of mail. |
Coral Spray (Madness) (8 def, 8 armour, 18-25 power, 48 block)Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 18.0 - 25.2 Uses stat: 140% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+3 eff.) Fatigue: +12% On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. Changes resistances: +15% cold / +10% fire Talent granted: +1 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. Curse of Madness A chunk of jagged coral, dredged from the ocean. |
dwarven-steel shield of shrapnel (Corpses) (0 def, 6 armour, 28-33 power, 76.5 block)Requires: - Shield usage training - Strength 24 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 27.5 - 33.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +76 When wielded/worn: Armour: +6 Fatigue: +8% On shield block: * Cause enemies within radius 6 to bleed for 196 physical damage over 5 turns (1/turn) Talent granted: +1 Block Curse of Corpses Handheld deflection devices. |
flaming dwarven-steel shield of fire resistance (+17%) (Nightmares) (0 def, 6 armour, 26-31 power, 76.5 block)Requires: - Shield usage training - Strength 24 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 25.5 - 30.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +76 Damage (radius 1) on hit: +13 fire When wielded/worn: Armour: +6 Fatigue: +8% Damage (Melee): 6 fire Damage when hit (Melee): 6 fire Changes resistances: +17% fire Talent granted: +1 Block Curse of Nightmares Handheld deflection devices. |
flaming steel shield (Madness) (0 def, 4 armour, 16-20 power, 38.5 block)Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 16.5 - 19.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +38 Damage (radius 1) on hit: +11 fire When wielded/worn: Armour: +4 Fatigue: +8% Damage (Melee): 5 fire Damage when hit (Melee): 3 fire Talent granted: +1 Block Curse of Madness Handheld deflection devices. |
reinforced iron shield (Corpses) (0 def, 3 armour, 8-10 power, 50.5 block)Requires: - Shield usage training - Strength 11 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 8.0 - 9.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +50 When wielded/worn: Armour: +3 Fatigue: +8% Talent granted: +1 Block Curse of Corpses Handheld deflection devices. |
reinforced steel shield of purity (Madness) (0 def, 7 armour, 11-13 power, 78.5 block)Requires: - Shield usage training - Strength 16 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 11.0 - 13.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +78 When wielded/worn: Armour: +7 Fatigue: +8% Changes resistances: +11% nature / +10% blight Talent granted: +1 Block Curse of Madness Handheld deflection devices. |
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. |
129 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. |
3 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 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 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 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. |
sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe (dig speed 38 turns)3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +6% nature 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. |
turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+4 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+4 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
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)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. |
Iron AcornCrafted by a master 0.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 A small acorn, crafted crudely out of iron. |
7 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 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. |
2 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. |
zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Womeko the Cornac Cursed level 13
9th Dusk 122nd year of Ascendancy at 07:49 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Womeko the Cornac Cursed level 20
20th Haze 122nd year of Ascendancy at 05:27 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Womeko the Cornac Cursed level 19
12nd Haze 122nd year of Ascendancy at 11:37 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Womeko the Cornac Cursed level 10
4th Mirth 122nd year of Ascendancy at 13:06 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Womeko the Cornac Cursed level 20
17th Haze 122nd year of Ascendancy at 02:25 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Womeko the Cornac Cursed level 19
17th Haze 122nd year of Ascendancy at 02:20 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Womeko the Cornac Cursed level 7
78th Pyre 122nd year of Ascendancy at 04:18 see stats
The sky is falling! (Nightmare (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Womeko the Cornac Cursed level 17
10th Haze 122nd year of Ascendancy at 08:55 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Womeko the Cornac Cursed level 15
40th Dusk 122nd year of Ascendancy at 01:36 see stats
Log
Womeko hits Belaritira the zombie bunny for 149 physical, 4 blight, 8 physical, 13 light, 55 physical, 16 physical, 27 light (272 total damage).
Womeko hits Armoured skeleton warrior for (16 blocked), 0 light, (32 blocked), 0 light (0 total damage).
Melee retaliation hits Armoured skeleton warrior for 4 mind, 4 nature, 4 mind, 4 nature (17 total damage).
Armoured skeleton warrior hits Womeko for (48 rampage shugs off), 85 physical, 17 lightning, 153 physical, 17 lightning (273 total damage).
Belaritira the zombie bunny is no longer weakened.
Cute little bunny hops around.
Bleeding from Womeko hits Belaritira the zombie bunny for 35 physical damage.
Womeko has shrugged off 48 damage and is ready for more.
Armoured skeleton warrior is weakened by the gloom.
Mindrot hits Belaritira the zombie bunny for 7 mind, 8 darkness (15 total damage).
Mindrot hits Armoured skeleton warrior for 9 mind, 8 darkness (17 total damage).
Belaritira the zombie bunny casts Invoke Darkness.
Belaritira the zombie bunny hits Womeko for (48 rampage shugs off), 153 darkness (153 total damage).
Womeko uses Infusion: Wild.
Womeko is cured!
Womeko lessens the pain.
You feel your rampage slowing down. (-1 duration)
Womeko uses Harass Prey.
Belaritira the zombie bunny has been harassed.
Belaritira the zombie bunny is no longer being stalked by Womeko.
You feel your rampage slowing down. (-1 duration)
Armoured skeleton warrior uses Overpower.
Armoured skeleton warrior misses Womeko.
Womeko resists the knockback!
Womeko hits Belaritira the zombie bunny for 68 physical, 4 blight, 10 physical, 12 light, 39 physical, 21 physical, 24 light (180 total damage).
Womeko hits Armoured skeleton warrior for 17 light, 34 light (51 total damage).
Melee retaliation hits Armoured skeleton warrior for 4 mind, 5 nature, 2 mind, 5 nature (16 total damage).
Armoured skeleton warrior hits Womeko for 38 physical, 7 lightning, 38 physical, 7 lightning (91 total damage).
Womeko the level 23 cornac cursed was shocked to death by an armoured skeleton warrior on level 1 of Pikataclysm.































































































