










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Recaiden's Evolution Prodigies 1.7.0Includes 4 new Class Evolutions:
Isn't Zephyr already a class? Possessor Bonus Class 1.7.4Donators/Buyers bonus! Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Items Vault 1.7.6Donators/Buyers bonus! Midnight 1.6.7Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. High Guard 1.7.0Adds the High Guard, a mage subclass. The High Guard is a melee fighter with mid-range spells who can wield any staff in one hand and favors shields in the offhand. Unique Talents: Spell/Battlemage Spell/Magical Assualt Spell/Phasing Spell/Battle Channeling Spell/Sorcerous Might (high level) Spell/Mage Adept (high level) Spell/Medic (generic) Base Talents: Technique/Combat Training (1.3) See the forum thread full talent details. Talent icons from https://game-icons.net Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Class: Hekatonkheire 1.7.0This adds three new classes, two of which are loosely based on the Headless Horror, plus a mini-adventurer that gets talents from all three. Hekatonkhieres are spell-using melee combatants who mix armed and unarmed attacks while accompanied by their eldritch Wandering Eyes. New Talents Advanced Talents Old Talents: By special request: New Talents Advanced Talents Old Talents: Kharybdians are ocean mages who mix attack spells, summons, and a precise sense of timing. New Talents Advanced Talents Generic Talents Old Talents: Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Swordsmaster Class 1.7.4Adds a swordsmaster class to the game. CHANGELOG1.6.0 - Added a new talent tree, Technique/Fencing which has defensive talents related to parrying. - The talent Web of Steel has been moved from Swordsmanship to Fencing. It's place in the Swordsmanship tree has been taken by a new talent, Vorpal, which gives Physical Power and Armor Penetration. - The talent Crescent Sweep has been reworked. It deals more damage, inflicts bleed, moves before attacking, no longer allows swapping places, and has a cooldown. It's usage as a spammable movement talent for swapping places has been filled by the new Mist Step talent on the Fencing tree. - Lightspeed Draw can now attack enemies adjacent to any tiles you pass through in addition to enemies that you pass through directly. These additional targets count when determining whether you can use Lightspeed Draw or not. It still can only hit one enemy per tile you travel through though. - Fixed Swordsmanship not functioning for daggers - Fixed Swordsmanship to not permanently replace a weapon's strength damage mod with dexterity - Harrying blows no longer requires your spring attacks to hit the target; instead it only requires that you attempt them. - Harrying blows's finishing blow now bypasses evasion/repulsion talents that the target possesses - Harrying blows's finishing blow no longer ignores ALL armor and resistances. It ignores 50% of the target's resistances, and has set bonus armor penetration. - Spring Attack now functions immediately when activated instead of only after an action is performed after it is activated. - Surgical Strikes's stun and interference effects are now separate (so you get the full stun regardless of what the target does on its next turn). It's cooldown has also been increased from 6 to 8. - Added clarifying text to the descriptions of Will to Live and Unfetter to give a better idea of how effective they are when leveled up without requiring arithmetic. - Buffed Spring Attack stamina restoration - Cunning/Tactical is once again locked by default - Added translation support to timed effects 1.5.2 - Fixed bug with pre-use talent for swordsmanship talents when npc does not have an inventory 1.5.0 - Added a new talent tree, Technique/Two-handed Bladework, which serves as a Dexterity-based replacement for Technique/Two-handed Assault - As it has now been replaced, Technique/Two-handed Assault has been removed from the Swordsmaster class. - Cunning/Tactical is now unlocked by default 1.4.1 - Lightspeed Fatigue duration changed from 40 turns to a lower value which is based on effective talent level - (with 1.3 mastery: 24, 21, 18, 16, 14) - Lightspeed Fatigue now increases stamina cost of Lightspeed Draw linearly instead of quadratically. - (20 -> 40 -> 60 -> 80) instead of (20 -> 40 -> 80 -> 160) - Removed cooldown from Spring Attack, making it fully toggleable. 1.4.0 - Changed Moving Target to reduce direct damage taken by 30% instead of giving 15% all resist. - Buffed pin resistance of Slippery to 100% from 50% - Buffed movement speed granted by Slippery to 50% from 20% - Spring Attack once again restores stamina when wielding one-handed weapons - Lowered the maximum number of attacks per turn at ETL 5 for Spring Attack from 3 to 2 - Fixed typo in Harrying Blows description - Fixed Swordsmanship talents still being usable even when disarmed - Removed Duelist tree from Swordsmaster class, as it is mostly extraneous at this point 1.3.1 - Fixed infinite loop caused when reflecting certain spells like Invoke Darkness with Web of Steel 1.3.0 - Updated for version 1.7.2 - Raised stamina cost and cooldown for "Never Give Up" - Added offhand damage increase to "Swordsmanship" for swords and daggers - Changed format calls to tformat calls to support potential translation 1.2.0 - Added tactical data to talents for npcs - Swordsmanship mastery and str/dex scaling swap now works with daggers as well as swords - Determination now always takes 15 turns to reach maximum regeneration instead of taking fewer turns with a higher talent level. - Fixed logic of projectile selffire to correctly function as indicated by comments (for web of steel) - Fixed Vapor Blade knocking back even when it misses 1.1.0 - Swordsmanship now completely exchanges strength scaling for dexterity scaling on swords instead of giving -100% str mod and +100% dex mod - Fixed bug that prevented critical hits from occurring (oops!) - Unfetter and Never Give Up now have stamina costs - Harrying Blows fixed to only require Spring Attack to hit once per global turn instead of once per target's turn - Lightspeed Draw now has a fixed cooldown. - Spring Attack now only restores stamina if you are wielding a two-handed weapon - Will to Live changed to provide a health regen bonus equal to a flat amount per percent missing health rather than an amount equal to a percent of missing health. Also, now scales with Willpower. 1.0.0 - Initial Release 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 | Cursed |
| Level / Exp | 19 / 54% |
| Size | medium |
| Lifes / Deaths | Killed by Vorura the copperhead snake at level 7 on the 19th Dusk 122nd year of Ascendancy at 20:51 / 22Killed by war hound at level 8 on the 21st Dusk 122nd year of Ascendancy at 02:38 Killed by Cyruna the dreaming great wolf at level 9 on the 22nd Dusk 122nd year of Ascendancy at 21:44 Killed by Xuvena the dreaming white wolf at level 10 on the 22nd Dusk 122nd year of Ascendancy at 22:55 Killed by Xanariwen the slumbering warg at level 11 on the 24th Dusk 122nd year of Ascendancy at 10:53 Killed by The Possessed at level 12 on the 29th Dusk 122nd year of Ascendancy at 13:54 Killed by gigantic corrosive tunneler at level 16 on the 50th Dusk 122nd year of Ascendancy at 09:00 Killed by gigantic corrosive tunneler at level 16 on the 50th Dusk 122nd year of Ascendancy at 10:43 Killed by ultimate gwelgoroth at level 17 on the 56th Dusk 122nd year of Ascendancy at 13:17 Killed by ultimate gwelgoroth at level 17 on the 56th Dusk 122nd year of Ascendancy at 16:59 Killed by Salerenne the slimy ooze at level 17 on the 62nd Dusk 122nd year of Ascendancy at 00:43 Killed by Salerenne the slimy ooze at level 17 on the 62nd Dusk 122nd year of Ascendancy at 01:43 Killed by Gethra the mountain troll at level 17 on the 62nd Dusk 122nd year of Ascendancy at 07:52 Killed by Gethra the mountain troll at level 17 on the 62nd Dusk 122nd year of Ascendancy at 08:34 Killed by Gethra the mountain troll at level 17 on the 62nd Dusk 122nd year of Ascendancy at 09:52 Killed by Elasera the blue jelly at level 18 on the 62nd Dusk 122nd year of Ascendancy at 22:44 Killed by Poruth the green jelly at level 18 on the 62nd Dusk 122nd year of Ascendancy at 23:28 Killed by blue jelly at level 18 on the 64th Dusk 122nd year of Ascendancy at 03:28 Killed by Horned Horror at level 18 on the 64th Dusk 122nd year of Ascendancy at 23:02 Killed by Horned Horror at level 18 on the 65th Dusk 122nd year of Ascendancy at 00:27 Killed by Betomira the dredge at level 19 on the 65th Dusk 122nd year of Ascendancy at 06:28 Killed by war hound at level 19 on the 65th Dusk 122nd year of Ascendancy at 16:19 |
Primary Stats
| Strength | 52 (base 47) |
| Dexterity | 23.340449927278 (base 10) |
| Constitution | 12 (base 11) |
| Magic | 10 (base 10) |
| Willpower | 62 (base 41) |
| Cunning | 16 (base 10) |
Resources
| Life | 556/556 |
| Hate | 52/109 |
| Healing Factor | 0.93974302172581 |
| Regeneration | 5.8733938857863 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| See Invisible | 4.3404499272777 |
Offense: Mainhand
| Damage | 125 |
| Accuracy | 53 |
| Crit Chance | 22% |
| APR | 18 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 45 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +3% |
| Nature | +5% |
| Blight | +12% |
| Arcane | +6% |
| Mind | +9% |
| All | 0% |
Offense: Damage Penetration
| Physical | +10% |
| Temporal | +20% |
Defense: Base
| Armour (hardiness) | 32.723073231957 (96.438666929426%) |
| Defense | 7 |
| Ranged Defense | 7 |
| Fatigue | 20 |
| Physical Save | 26 |
| Spell Save | 28 |
| Mental Save | 23 |
Defense: Resistances
| Acid | + 3%( 70%) |
| Physical | + 5%( 71%) |
| Cold | + 21%( 70%) |
| All | 0%( 70%) |
| Darkness | + 14%( 74%) |
| Light | + 6%( 70%) |
| Temporal | + 9%( 70%) |
| Mind | -16%( 70%) |
| Lightning | + 14%( 70%) |
| Fire | + 21%( 70%) |
| Nature | + 13%( 70%) |
Defense: Immunities
| Stun Resistance | 18% |
| Confusion Resistance | 0% |
| Fear Resistance | 18% |
| Poison Resistance | 20% |
| Blind Resistance | 10% |
| Disarm Resistance | 22% |
| Bleed Resistance | 10% |
| Teleport Resistance | 10% |
| Pinning Resistance | 35% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 39% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| 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 mental and physical effect and reduce all damage taken by 27% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 145 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 164 then cleanse 1 wound, poison, and disease effect. 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 241 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Predator | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Cursed / Cursed form | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 5/5 |
| 0/5 |
| 4/5 |
| 3/5 |
| 0/5 |
Effects
| talent | Stalk |
| talent | Gloom |
| talent | Cleave |
| talent | Savage Hunter |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 5.2)Penalty : Fractured Sanity: -16% Mind Resistance, -21% Confusion Immunity Power 1+: Unleashed: +16% critical damage, +17% off-hand weapon damage Power 2+: -3 Luck, +9 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 72% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 11.2% of your life, the remaining cooldown of all your talents is reduced by 1. |
| beneficial effect | Hunting: Marked Prey- Adventurers party 6% Received damage reduction against: - Humanoid |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 1.2)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 6%) for 4 turns. Power 1+: Nightwalker: +5 Darkness Resistance, +4% Max Darkness Resistance, +4 See Invisible Power 2+: -1 Luck, +3 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% 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 | 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 8% 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 38 mind and 35 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 60 Mind damage, and deal 55 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 1.2)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 (+24% chance to avoid traps). Power 2+: -1 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 |
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 |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)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 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 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 |
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 |
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: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed chunk of ghoul flesh. * You've found the needed black mamba head. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed red crystal shard. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed bloated horror heart. * '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 |
Equipment
| On feet | Dawnblood (Shrouds) (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Wil ----- def ----- Armour +3 Fatigue -3% Resists +3% temporal +3% light +6% darkness Phys.save +6 (+3 eff.) HP.reg +4.00 ---------- misc Max.enc +22 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. |
| Light source | Eilinalaith2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Resists +2% physical Phys.save +5 (+2 eff.) Heal.mod +11% Blind- +10% Teleport- +10% ---------- misc Light +3 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. |
| On head | Scaldresolve the iron helm (Madness) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +5% lightning +6% temporal +1% physical +9% fire ---------- misc Stam/turn +1.00 Max.stam +30.00 Max.hate +4.00 Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | iron pickaxe of endurance (dig speed 38 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Arezor the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Res.pen +20% temporal Melee Ret 2 temporal ----- def ----- Resists +6% lightning Crit.chn- 10.00% Max.HP +22.00 Disarm- +22% Pinning- +25% Knockbk- +21% Rings make your fingers look great! |
| On fingers | Voraldatha0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +2 Cun dps ---------- Melee+ 7 physical Ranged+ 7 physical On Hit (Melee): * 10% chance to reduce all saves and defense by 28 On Hit (Ranged): * 10% chance to reduce all saves and defense by 28 ----- def ----- Resists +3% acid +9% cold Crit.chn- 15.00% Max.HP +60.00 Heal.mod +5% Cut- +10% Pinning- +10% ---------- misc Hate/m.crit +2.00 Max.hate +5.00 Bleeding Edge: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd 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 waist | Windwake (Corpses)1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Mind.crit +3% Dmg.mod +9% mind Melee Ret 4 mind ----- def ----- Resists +3% nature Max.HP +30.00 ---------- misc Hate/m.crit +1.00 Curse of Corpses A belt that goes around your waist. |
| In main hand | Fognaught (Nightmares) (78-118 power, 4 apr)5.0 T5 greatmaul 2H weapon [Random Unique] Master Power 78.5 - 117.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% On Crit.r2 +4 darkness On Crit: * Wound the target dealing 224 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +2 Wil dps ---------- Phys.crit +19.0% Phys.pwr +14 (+4 eff.) Dmg.mod +6% arcane +12% blight Res.pen +10% physical Acc +16 (+5 eff.) Apr +14 ----- def ----- Spell.save +12 (+6 eff.) Curse of Nightmares Massive two-handed mauls. |
| On hands | Sludgegrip (Misfortune) (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune These gloves are coated with a thick, green liquid. |
| Main armor | Islura the iron plate armour (Madness) (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training [Rare] Nature While equipped: Stats +1 Dex dps ---------- Phys.pwr +15 (+4 eff.) ----- def ----- Armour +7 Fatigue +22% Resists +3% lightning +3% darkness +3% light HP.reg +2.00 ---------- misc Stam/turn +0.60 Max.stam +30.00 Curse of Madness A suit of armour made of metal plates. |
| Cloak | Quenchkill (Madness) (1 def, 2 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +2 Str +3 Wil dps ---------- Dmg.mod +3% physical Acc +15 (+5 eff.) Melee Ret 2 cold ----- def ----- Armour +2 Defense +1 (+1 eff.) Max.HP +32.00 Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Olivor0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Dex +1 Con ----- def ----- Resists +12% fire +12% cold Crit.chn- 5.00% Amulets make your neck look great! |
Inventory
Lightradiance (Misfortune) (40-60 power, 2 apr)5.0 T3 greatmaul 2H weapon [Rare] Master Power 40.0 - 60.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% While equipped: Stats +2 Str +1 Mag dps ---------- Res.pen +5% light Acc +10 (+3 eff.) ----- def ----- Defense +10 (+10 eff.) Resists +4% physical Disarm- +32% Curse of Misfortune Massive two-handed mauls. |
hateful steel greatsword of massacre (Nightmares) (32-52 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Master/Psionic Power 32.5 - 52.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +7 darkness Against +12% Living Curse of Nightmares Massive two-handed swords. |
citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
41 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
Rod of Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 60% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 258/400 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. |
Achievements
Level 10 (Exploration mode)
Got a character to level 10.By Dolan the Cornac Cursed level 10
22nd Dusk 122nd year of Ascendancy at 22:32 see stats
The Arena (Exploration mode)
Unlocked Arena mode.By Dolan the Cornac Cursed level 7
78th Pyre 122nd year of Ascendancy at 08:37 see stats
The secret city (Exploration mode)
Discovered the truth about mages.By Dolan the Cornac Cursed level 7
1st Mirth 122nd year of Ascendancy at 06:22 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By Dolan the Cornac Cursed level 17
56th Dusk 122nd year of Ascendancy at 17:52 see stats
Log
You gain 16.23 gold from the transmogrification of Bregasus the Nimbusfoe (Shrouds) (6 def, 4 armour).
You gain 0.55 gold from the transmogrification of quiver of ash arrows of accuracy (19/19, 20-28 power, 7 apr).
You gain 13.23 gold from the transmogrification of Carriongrinder (18/18, 15-21 power, 5 apr).
You gain 1.30 gold from the transmogrification of ranger's cured leather sling (Misfortune).
You gain 12.60 gold from the transmogrification of Voroldama the cured leather sling (Corpses).
You gain 4.72 gold from the transmogrification of mage-hunter's ash longbow of dexterity (+6) (Misfortune).
You gain 0.50 gold from the transmogrification of vined mindstar (Misfortune) (6-7 power, 18 apr, mind damage).
You gain 11.45 gold from the transmogrification of steel waraxe 'Carrionwrack' (Misfortune) (20-29 power, 3 apr).
You gain 25.00 gold from the transmogrification of Smearpunish the steel waraxe (Misfortune) (13-18 power, 5 apr).
You gain 4.51 gold from the transmogrification of elemental steel greatsword of erosion (Misfortune) (22-36 power, 2 apr).
You gain 1.56 gold from the transmogrification of flaming steel battleaxe of massacre (Corpses) (30-45 power, 2 apr).
You gain 2.88 gold from the transmogrification of ash vilestaff of illumination (Madness) (15-18 power, 3 apr, acid element).
You gain 2.09 gold from the transmogrification of ash starstaff of fate (Corpses) (15-18 power, 3 apr, physical element).
You gain 2.02 gold from the transmogrification of marksman's steel ring of fire (+28%).
You gain 1.28 gold from the transmogrification of copper ring of sensing.
You gain 1.89 gold from the transmogrification of grounding steel amulet of willpower (+3).
You gain 19.11 gold from the transmogrification of Glarewyrd the steel amulet.
You gain 0.60 gold from the transmogrification of manasurge rune (regen 680% over 10 turns; mana 34; cd 12).
You gain 1.74 gold from the transmogrification of regeneration infusion of the sneak (heal 302; 13 cd).
You gain 1.13 gold from the transmogrification of healing infusion of the sneak (heal 78; cd 11).
There is a A gate into the Maze here (press '' or right click to use).
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.
Today is the 67th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:53.
There is a tranquil meadow here (press '' or right click to use).






























































