












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 Exploration |
| Sex | Male |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 26 / 84% |
| Size | big |
| Lifes / Deaths | Killed by Xildatha the thief at level 8 on the 1st Mirth 122nd year of Ascendancy at 06:01 / 44Killed by Cyravea the white worm mass at level 8 on the 1st Mirth 122nd year of Ascendancy at 18:27 Killed by Layikira the copperhead snake at level 8 on the 1st Mirth 122nd year of Ascendancy at 23:53 Killed by The Possessed at level 9 on the 3rd Mirth 122nd year of Ascendancy at 06:23 Killed by The Possessed at level 9 on the 3rd Mirth 122nd year of Ascendancy at 08:41 Killed by Xerota the black crystal at level 10 on the 10th Mirth 122nd year of Ascendancy at 11:49 Killed by Spellblaze Crystal at level 10 on the 10th Mirth 122nd year of Ascendancy at 17:16 Killed by mean looking elven guard at level 11 on the 2nd Summertide 122nd year of Ascendancy at 12:49 Killed by Xerana the elven warrior at level 12 on the 1st Flare 122nd year of Ascendancy at 14:47 Killed by ritch flamespitter at level 13 on the 1st Dusk 122nd year of Ascendancy at 13:39 Killed by thought-forged bowman at level 13 on the 1st Dusk 122nd year of Ascendancy at 21:00 Killed by The Dreaming One at level 13 on the 2nd Dusk 122nd year of Ascendancy at 15:21 Killed by thought-forged bowman at level 13 on the 2nd Dusk 122nd year of Ascendancy at 17:10 Killed by gwelgoroth at level 14 on the 5th Dusk 122nd year of Ascendancy at 20:33 Killed by greater gwelgoroth at level 14 on the 5th Dusk 122nd year of Ascendancy at 23:00 Killed by gwelgoroth at level 14 on the 6th Dusk 122nd year of Ascendancy at 02:34 Killed by Norgos, the Frozen at level 14 on the 9th Dusk 122nd year of Ascendancy at 23:38 Killed by snow giant thunderer at level 15 on the 13rd Dusk 122nd year of Ascendancy at 05:22 Killed by orc corruptor at level 15 on the 13rd Dusk 122nd year of Ascendancy at 09:03 Killed by Eilinadassra the grannor'vor at level 15 on the 36th Dusk 122nd year of Ascendancy at 18:03 Killed by ritch flamespitter at level 16 on the 38th Dusk 122nd year of Ascendancy at 01:52 Killed by corrupted giant green ant at level 16 on the 38th Dusk 122nd year of Ascendancy at 04:18 Killed by Xerybeth the drem at level 16 on the 39th Dusk 122nd year of Ascendancy at 01:26 Killed by Salamima the devourer at level 16 on the 39th Dusk 122nd year of Ascendancy at 10:01 Killed by Horned Horror at level 17 on the 40th Dusk 122nd year of Ascendancy at 04:38 Killed by Belonor the sandworm at level 18 on the 47th Dusk 122nd year of Ascendancy at 20:32 Killed by Gaseta the sand-drake at level 18 on the 49th Dusk 122nd year of Ascendancy at 00:01 Killed by Emutha the sandworm destroyer at level 18 on the 49th Dusk 122nd year of Ascendancy at 07:02 Killed by Emutha the sandworm destroyer at level 18 on the 49th Dusk 122nd year of Ascendancy at 09:33 Killed by Elorianor the bandit at level 19 on the 60th Dusk 122nd year of Ascendancy at 01:12 Killed by Grand Necromancer at level 20 on the 47th Haze 122nd year of Ascendancy at 01:43 Killed by Grand Necromancer at level 20 on the 47th Haze 122nd year of Ascendancy at 04:01 Killed by Grand Necromancer at level 20 on the 47th Haze 122nd year of Ascendancy at 05:14 Killed by Grand Necromancer at level 20 on the 47th Haze 122nd year of Ascendancy at 09:43 Killed by Eilinygath the giant army ant at level 22 on the 61st Haze 122nd year of Ascendancy at 12:09 Killed by thought-forged bowman at level 22 on the 61st Haze 122nd year of Ascendancy at 12:16 Killed by Galetha the skeleton master archer at level 23 on the 68th Haze 122nd year of Ascendancy at 04:18 Killed by Animated wrathful dwarven-steel steamsaw of evisceration at level 24 on the 70th Haze 122nd year of Ascendancy at 05:04 Killed by Animated wrathful dwarven-steel steamsaw of evisceration at level 24 on the 70th Haze 122nd year of Ascendancy at 07:59 Killed by Animated chilling dwarven-steel steamsaw of corruption at level 24 on the 70th Haze 122nd year of Ascendancy at 09:57 Killed by Poltergeist Spellcrusher at level 24 on the 70th Haze 122nd year of Ascendancy at 12:18 Killed by Poltergeist Spellcrusher at level 24 on the 70th Haze 122nd year of Ascendancy at 14:19 Killed by Nerama the mean looking elven guard at level 25 on the 1st Decay 122nd year of Ascendancy at 05:55 Killed by Nerama the mean looking elven guard at level 25 on the 1st Decay 122nd year of Ascendancy at 08:55 |
| Antimagic | Follower |
Primary Stats
| Strength | 37 (base 12) |
| Dexterity | 45 (base 12) |
| Constitution | 20 (base 16) |
| Magic | 12 (base 12) |
| Willpower | 69 (base 53) |
| Cunning | 70 (base 48) |
Resources
| Life | 622/622 |
| Hate | 50/100 |
| Equilibrium | 50 |
| Psi | 410/410 |
| Healing Factor | 1.3280877946701 |
| Regeneration | 17.994260690571 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +136.92717872305% |
Vision
| Sight | 10 |
| Lite | 12 |
| See Stealth | 5 |
| See Invisible | 19.340449927278 |
Offense: Mainhand
| Damage | 73 |
| Accuracy | 32 |
| Crit Chance | 22% |
| APR | 73 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 84 |
| Accuracy | 32 |
| Crit Chance | 22% |
| APR | 73 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 4 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Mind
| Mindpower | 65 |
| Crit Chance | 33% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +16% |
| Light | +6% |
| Physical | +4% |
| All | 0% |
| Nature | +20% |
Offense: Damage Penetration
| Physical | +16% |
| Arcane | +10% |
| Acid | +9% |
| Nature | +20% |
Defense: Base
| Armour (hardiness) | 20 (30%) |
| Defense | 37 |
| Ranged Defense | 39 |
| Fatigue | 16 |
| Physical Save | 33.85 |
| Spell Save | 49.45 |
| Mental Save | 41 |
Defense: Resistances
| Acid | + 40%( 70%) |
| Blight | + 18%( 70%) |
| Arcane | + 33%( 70%) |
| Cold | + 7%( 70%) |
| All | + 4%( 70%) |
| Physical | + 14%( 71%) |
| Lightning | + 16%( 70%) |
| Light | + 10%( 70%) |
| Temporal | + 4%( 70%) |
| Mind | -6%( 70%) |
| Darkness | + 31%( 78%) |
| Fire | + 7%( 70%) |
| Nature | + 23%( 70%) |
Defense: Immunities
| Stun Resistance | 83% |
| Confusion Resistance | 44% |
| Fear Resistance | 18% |
| Poison Resistance | 50% |
| Blind Resistance | 29% |
| Disarm Resistance | 22% |
| Pinning Resistance | 38% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 39% |
Inscriptions (3/3)
| Infusions | Effective talent level: 2.5 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 295 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 2.5 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 7 turns. While Heroism is active, you will only die when reaching -100 life. The duration and life will increase by 1% for every 1% life you have lost (currently 100 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. |
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 142 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
| Psionic / Solipsism | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Distortion | 1.00 |
| 5/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Cursed / Gloom | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Psionic / Psychic Assault | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Psionic / Psi-fighting | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Mindstar mastery | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Parasite | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Dark sustenance | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Antimagic | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Gestures | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
| talent | Augmentation |
| talent | Gesture of Pain |
| talent | Beyond the Flesh |
| talent | Psiblades |
| talent | Gloom |
| talent | Antimagic Shield |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 4.2)Penalty : Fractured Sanity: -10% Mind Resistance, -13% Confusion Immunity Power 1+: Unleashed: +13% critical damage, +15% off-hand weapon damage Power 2+: -3 Luck, +7 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 62% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 13.9% of your life, the remaining cooldown of all your talents is reduced by 1. |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 3.2)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 8%) for 4 turns. Power 1+: Nightwalker: +13 Darkness Resistance, +8% Max Darkness Resistance, +8 See Invisible Power 2+: -3 Luck, +5 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 11% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
| beneficial effect | The creature has found a state of clarity and sees the world for what it is (+24% global speed). Clarity |
| beneficial effect | Guarding against melee damage: Will dismiss up to 24 damage from the next 1.7 attack(s) with a 6% chance to counterattack. Guarded |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 1.2)Penalty : Fear of Death: -2% resistance against damage from the undead. Power 1+: Power over Death: +4% damage against the undead. Power 2+: -1 Luck, +2 Strength, +2 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 24 turns, retch (level 1) when you fall below 40% health Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 1.2)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 7% when tested. Power 1+: Removed from Reality: +2 Physical Resistance, +1 Maximum Physical Resistance Power 2+: -1 Luck, +3 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 45 mind and 45 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (summon Terrors and chances to slow, deal 75 Mind damage, and deal 75 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 2.2)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+30% chance to avoid traps). Power 2+: -2 Luck, +3 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+8% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 38% if the increase would be enough to kill your opponent. |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers but not in time to save any of the captive Krogs. | failed |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
You failed to protect the lost defiler from death by Emelora the midge swarm. Escort: lost defiler (level 4 of Old Forest) | failed |
You successfully escorted the lost tinker to the recall portal on level 1 of Old Forest. Escort: lost tinker (level 1 of Old Forest)As a reward you improved talent Endless Endurance (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 68. | 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. You have been shown a secret entrance to his stronghold. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 within5 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
| Psionic focus | protector's thorny mindstar of venom (Shrouds) (10-10 power, 37 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.5 - 10.5 Uses stats: 82% Wil, 49% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +37 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage (Melee): 7 acid Changes resistances: +10% acid / +4% all Changes resistances penetration: +4% acid Changes damage: +7% acid Talent mastery: +0.10 Wild-gift / Antimagic Talent granted: +1 Attune Mindstar Life regen: +1.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +3% Curse of Shrouds 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. |
| On hands | Glarepiety the hardened leather gloves (Shrouds) (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +9 Armour: +2 Changes stats: +4 Cun / +4 Dex Changes resistances: +12% acid Changes resistances penetration: +10% arcane / +5% acid Changes damage: +6% light / +9% acid Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 176% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Light source | alchemist's lamp 'Muckreign'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 4 nature Changes resistances: +12% lightning / +6% light / +3% fire / +5% arcane / +3% cold Physical save: +7 (+3 eff.) Spell save: +6 (+1 eff.) Blindness immunity: +29% Confusion immunity: +16% Light radius: +12 See stealth: +5 See invisible: +11 Healing mod.: +11% It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 6.5 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 32 for 9 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Fanged Collar (Madness) Fanged Collar (Madness)0.00 Encumbrance. [Unique] Type: armor / head ; tier 4 Curse of Madness It's a head... but is it yours? |
| On feet | Boots of the Hunter (Madness) (2 def, 12 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+4 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+2 eff.) Mental save: +10 (+4 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. Curse of Madness It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 32 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
| Tool | stralite torque of mindblast [power 250] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to blast the opponent's mind dealing 250 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Disarm immunity: +22% Pinning immunity: +21% Knockback immunity: +21% Maximum life: +21.00 Rings make your fingers look great! |
| On fingers | psionicist's copper ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +12 (+4 eff.) Confusion immunity: +23% Rings make your fingers look great! |
| Around neck | Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+5 eff.) Spell save: +15 (+3 eff.) Mental save: -7 (-2 eff.) Maximum life: +20.00 You have died, but that does not bother the collar at all... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
| In main hand | blooming pulsing mindstar of clarity (Shrouds) (14-15 power, 49 apr, mind damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.5 - 14.9 Uses stats: 82% Wil, 49% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +49 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Mental save: +2 (+1 eff.) Maximum psi: +16.00 Mindpower: +13 (+3 eff.) Mental crit. chance: +4% Healing mod.: +14% Heals friendly targets nearby when you use a nature summon: +19 Curse of Shrouds 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. |
| Around waist | noble's hardened leather belt of the giants (Misfortune)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +2 (+0 eff.) Changes stats: +4 Cun / +3 Wil Damage against: +23% Summoned Reduced damage from: +15% Summoned Spell save: +6 (+1 eff.) Size category: +1 Curse of Misfortune A belt that goes around your waist. |
| In off hand | pulsing mindstar of sand (Corpses) (14-15 power, 49 apr, nature damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.5 - 14.9 Uses stats: 82% Wil, 49% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +49 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 10 physical Changes resistances: +8% physical Changes resistances penetration: +16% physical Changes damage: +4% physical Talent granted: +1 Attune Mindstar Mindpower: +13 (+3 eff.) Mental crit. chance: +4% Curse of Corpses 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 | Serpentine Cloak (Nightmares) (20 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +20 (+7 eff.) Changes stats: +4 Dex / +4 Wil / +4 Cun Changes resistances penetration: +20% nature Changes damage: +20% nature Talent masteries: +0.20 Cunning / Stealth +0.50 Cunning / Poisons Poison immunity: +50% Talent on hit(mindpower): Poison Strike (10% chance level 1). Curse of Nightmares Cunning and malice seem to emanate from this cloak. |
| Main armor | Nature's Blessing (Misfortune) (8 def, 6 armour)Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +8 (+3 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +8% Changes stats: +3 Wil / +4 Con Changes resistances: +20% nature / +25% arcane Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +38 (+7 eff.) Stun/Freeze immunity: +25% Life regen: +1.00 Healing mod.: +20% Curse of Misfortune Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
Inventory
schematic: Ablative ArmourRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Air RecyclerRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Black Light EmitterRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Deflection FieldRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fatal AttractorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flare ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron GripRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Itching PowderRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Kinetic StabiliserRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Lightning CoilRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss TreadRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Pain Suppressor SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Power DistributorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket BootsRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Second SkinRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking TouchRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Spike AttachmentRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: SteamgunRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: SteamsawRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Unstoppable Force SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Water SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Waterproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Frigidraider the steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +8 Str / +8 Dex / +7 Mag / +6 Wil / +3 Cun Changes resistances: +6% lightning Changes damage: +15% cold Amulets make your neck look great! |
enlightening reinforced leather armour of the deep (Shrouds) (12 def, 10 armour)Requires: - Strength 18 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +10 Defense: +12 (+5 eff.) Fatigue: +8% Changes stats: +3 Cun / +4 Wil Changes resistances: +7% acid / +8% cold Allows you to breathe in: water Mental save: +14 (+5 eff.) Curse of Shrouds A suit of armour made of leather. |
2 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. |
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. |
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. |
2 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 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Turachik the Pussquall (dig speed 16 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 65% Changes stats: +2 Str Changes resistances: +12% cold Changes damage: +21% nature / +9% darkness Maximum life: +26.00 Maximum stamina: +21.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
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. |
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
A different point of view (Exploration mode)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Bizarre-O the Cornac Adventurer level 23
64th Haze 122nd year of Ascendancy at 10:32 see stats
Antimagic! (Exploration mode)
Completed antimagic training in the Ziguranth camp.By Bizarre-O the Cornac Adventurer level 15
13rd Dusk 122nd year of Ascendancy at 12:13 see stats
Curse Lifter (Exploration mode)
Killed Ben Cruthdar the Cursed.By Bizarre-O the Cornac Adventurer level 19
42nd Haze 122nd year of Ascendancy at 18:09 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By Bizarre-O the Cornac Adventurer level 20
59th Haze 122nd year of Ascendancy at 01:56 see stats
Home sweet home (Exploration mode)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Bizarre-O the Cornac Adventurer level 23
64th Haze 122nd year of Ascendancy at 10:07 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Bizarre-O the Cornac Adventurer level 10
3rd Mirth 122nd year of Ascendancy at 10:36 see stats
Level 20 (Exploration mode)
Got a character to level 20.By Bizarre-O the Cornac Adventurer level 20
46th Haze 122nd year of Ascendancy at 17:35 see stats
Rescuer of the lost (Exploration mode)
Rescued the merchant from the assassin lord.By Bizarre-O the Cornac Adventurer level 19
60th Dusk 122nd year of Ascendancy at 14:31 see stats
Size matters (Exploration mode)
Did over 600 damage in one attack.By Bizarre-O the Cornac Adventurer level 26
1st Decay 122nd year of Ascendancy at 22:42 see stats
Tales of the Spellblaze (Exploration mode)
Learned the eight chapters of the Spellblaze Chronicles.By Bizarre-O the Cornac Adventurer level 23
64th Haze 122nd year of Ascendancy at 10:32 see stats
That was close (Exploration mode)
Killed your target while having only 1 life left.By Bizarre-O the Cornac Adventurer level 16
39th Dusk 122nd year of Ascendancy at 01:26 see stats
The Arena (Exploration mode)
Unlocked Arena mode.By Bizarre-O the Cornac Adventurer level 10
4th Mirth 122nd year of Ascendancy at 01:16 see stats
The Legend of Garkul (Exploration mode)
Learned the five chapters of the Legend of Garkul.By Bizarre-O the Cornac Adventurer level 23
64th Haze 122nd year of Ascendancy at 10:32 see stats
The secret city (Exploration mode)
Discovered the truth about mages.By Bizarre-O the Cornac Adventurer level 10
6th Mirth 122nd year of Ascendancy at 08:38 see stats
Treasure Hoarder (Exploration mode)
Amassed 3000 gold pieces.By Bizarre-O the Cornac Adventurer level 26
2nd Decay 122nd year of Ascendancy at 11:52 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By Bizarre-O the Cornac Adventurer level 18
48th Dusk 122nd year of Ascendancy at 14:41 see stats
Log
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 4 turns (stop reason: at door).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 8 turns (stop reason: at door).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 45 turns (stop reason: at door).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is an exit to the worldmap here (press '' or right click to use).
Ran for 37 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
You gain 25.00 gold from the transmogrification of Getatoromitir the stralite mail armour (Shrouds) (4 def, 8 armour).
You gain 25.00 gold from the transmogrification of voratun gauntlets 'Cyrominne' (Corpses) (0 def, 3 armour).
Personal New Achievement: Treasure Hoarder (Exploration mode)!
You gain 6.55 gold from the transmogrification of brawler's voratun gauntlets of magic (+3) (Shrouds) (0 def, 3 armour).
You gain 23.16 gold from the transmogrification of Betimina the drakeskin leather gloves (Misfortune) (0 def, 3 armour).
You gain 25.00 gold from the transmogrification of Driromildir (Misfortune) (47-66 power, 5 apr).
You gain 1.95 gold from the transmogrification of arcing stralite mace of massacre (Misfortune) (46-64 power, 5 apr).
You gain 18.75 gold from the transmogrification of Xanariatta the stralite battleaxe (Shrouds) (44-65 power, 3 apr).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.

































































































