
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Forbidden Cults 1.5.9Official 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.
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Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Male |
Race | Cornac |
Class | Cursed |
Level / Exp | 13 / 69% |
Size | medium |
Lifes / Deaths | Killed by Bill the Stone Troll at level 5 on the 77th Pyre 122nd year of Ascendancy at 23:08 / 58Killed by Bill the Stone Troll at level 5 on the 78th Pyre 122nd year of Ascendancy at 00:04 Killed by skeleton mage at level 7 on the 1st Mirth 122nd year of Ascendancy at 07:18 Killed by armoured skeleton warrior at level 7 on the 1st Mirth 122nd year of Ascendancy at 12:21 Killed by delayed explosion trap at level 7 on the 1st Mirth 122nd year of Ascendancy at 13:40 Killed by xorn at level 7 on the 3rd Mirth 122nd year of Ascendancy at 02:49 Killed by snow giant boulder thrower at level 7 on the 3rd Mirth 122nd year of Ascendancy at 04:15 Killed by rogue at level 7 on the 3rd Mirth 122nd year of Ascendancy at 07:04 Killed by thief at level 7 on the 3rd Mirth 122nd year of Ascendancy at 12:03 Killed by orc fighter at level 8 on the 5th Mirth 122nd year of Ascendancy at 03:38 Killed by bandit at level 8 on the 5th Mirth 122nd year of Ascendancy at 04:34 Killed by orc fighter at level 8 on the 5th Mirth 122nd year of Ascendancy at 05:16 Killed by orc fighter at level 8 on the 5th Mirth 122nd year of Ascendancy at 06:01 Killed by thief at level 8 on the 5th Mirth 122nd year of Ascendancy at 07:11 Killed by The Possessed at level 8 on the 5th Mirth 122nd year of Ascendancy at 09:26 Killed by Isenn the large brown snake at level 9 on the 7th Flare 122nd year of Ascendancy at 19:39 Killed by elven guard at level 10 on the 4th Dusk 122nd year of Ascendancy at 18:24 Killed by sand-drake at level 11 on the 10th Dusk 122nd year of Ascendancy at 12:36 Killed by Belunor the white ooze at level 11 on the 10th Dusk 122nd year of Ascendancy at 14:02 Killed by Belunor the white ooze at level 11 on the 10th Dusk 122nd year of Ascendancy at 14:26 Killed by Belunor the white ooze at level 11 on the 10th Dusk 122nd year of Ascendancy at 14:57 Killed by Belunor the white ooze at level 11 on the 10th Dusk 122nd year of Ascendancy at 15:35 Killed by Belunor the white ooze at level 11 on the 10th Dusk 122nd year of Ascendancy at 16:05 Killed by Belunor the white ooze at level 11 on the 10th Dusk 122nd year of Ascendancy at 16:46 Killed by Belunor the white ooze at level 11 on the 10th Dusk 122nd year of Ascendancy at 17:29 Killed by Belunor the white ooze at level 11 on the 10th Dusk 122nd year of Ascendancy at 18:23 Killed by Belunor the white ooze at level 11 on the 10th Dusk 122nd year of Ascendancy at 19:09 Killed by Belunor the white ooze at level 11 on the 10th Dusk 122nd year of Ascendancy at 19:51 Killed by Belunor the white ooze at level 11 on the 10th Dusk 122nd year of Ascendancy at 20:43 Killed by Belunor the white ooze at level 11 on the 10th Dusk 122nd year of Ascendancy at 21:33 Killed by Belunor the white ooze at level 11 on the 10th Dusk 122nd year of Ascendancy at 22:46 Killed by Belunor the white ooze at level 11 on the 10th Dusk 122nd year of Ascendancy at 23:27 Killed by Spranhieri the Invoker at level 11 on the 37th Dusk 122nd year of Ascendancy at 02:14 Killed by greater gwelgoroth at level 12 on the 14th Haze 122nd year of Ascendancy at 08:31 Killed by ultimate gwelgoroth at level 12 on the 14th Haze 122nd year of Ascendancy at 13:36 Killed by corrupted protosentient globula at level 12 on the 14th Haze 122nd year of Ascendancy at 18:15 Killed by corrupted mastocytic feeder at level 12 on the 15th Haze 122nd year of Ascendancy at 05:32 Killed by corrupted mastocytic feeder at level 12 on the 15th Haze 122nd year of Ascendancy at 05:53 Killed by corrupted plasmic disruptor at level 13 on the 15th Haze 122nd year of Ascendancy at 07:49 Killed by corrupted mastocytic feeder at level 13 on the 16th Haze 122nd year of Ascendancy at 00:35 Killed by corrupted mastocytic feeder at level 13 on the 16th Haze 122nd year of Ascendancy at 01:47 Killed by Vorith the Blightborn at level 13 on the 16th Haze 122nd year of Ascendancy at 02:12 Killed by Vorith the Blightborn at level 13 on the 16th Haze 122nd year of Ascendancy at 03:40 Killed by Vorith the Blightborn at level 13 on the 16th Haze 122nd year of Ascendancy at 03:51 Killed by Vorith the Blightborn at level 13 on the 16th Haze 122nd year of Ascendancy at 04:10 Killed by Vorith the Blightborn at level 13 on the 16th Haze 122nd year of Ascendancy at 04:25 Killed by corrupted dendritic hemospinner at level 13 on the 16th Haze 122nd year of Ascendancy at 04:41 Killed by Vorith the Blightborn at level 13 on the 16th Haze 122nd year of Ascendancy at 05:44 Killed by Vorith the Blightborn at level 13 on the 16th Haze 122nd year of Ascendancy at 06:25 Killed by Vorith the Blightborn at level 13 on the 16th Haze 122nd year of Ascendancy at 07:03 Killed by Vorith the Blightborn at level 13 on the 16th Haze 122nd year of Ascendancy at 07:24 Killed by elven mage at level 13 on the 16th Haze 122nd year of Ascendancy at 11:18 Killed by Grand Corruptor at level 13 on the 17th Haze 122nd year of Ascendancy at 05:11 Killed by Grand Corruptor at level 13 on the 17th Haze 122nd year of Ascendancy at 05:51 Killed by Grand Corruptor at level 13 on the 17th Haze 122nd year of Ascendancy at 06:02 Killed by Grand Corruptor at level 13 on the 17th Haze 122nd year of Ascendancy at 06:43 Killed by slaver at level 13 on the 48th Haze 122nd year of Ascendancy at 21:49 Killed by enthralled slave at level 13 on the 50th Haze 122nd year of Ascendancy at 01:49 |
Primary Stats
Strength | 43 (base 36) |
Dexterity | 10 (base 10) |
Constitution | 18 (base 16) |
Magic | 11 (base 10) |
Willpower | 22 (base 20) |
Cunning | 10 (base 10) |
Resources
Life | 327/327 |
Hate | 41/110 |
Healing Factor | 0.76671906281269 |
Regeneration | 1.7251178913286 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 4 |
See Stealth | 7 |
See Invisible | 10 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
Damage | 86 |
Accuracy | 29 |
Crit Chance | 15% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 15 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 19 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +5% |
Blight | +9% |
Arcane | +3% |
Nature | +10% |
All | 0% |
Offense: Damage Penetration
Acid | +10% |
Darkness | +10% |
Arcane | +10% |
Nature | +15% |
Defense: Base
Armour (hardiness) | 14.335093952971 (48.103448275862%) |
Defense | 11 |
Ranged Defense | 11 |
Fatigue | 0 |
Physical Save | 25 |
Spell Save | 12 |
Mental Save | 41 |
Defense: Resistances
Acid | + 7%( 70%) |
Blight | + 7%( 70%) |
Arcane | + 5%( 70%) |
Cold | + 51%( 70%) |
All | 0%( 70%) |
Darkness | + 21%( 70%) |
Temporal | + 3%( 70%) |
Lightning | + 7%( 70%) |
Mind | + 9%( 70%) |
Fire | + 21%( 70%) |
Nature | + 32%( 70%) |
Defense: Immunities
Disarm Resistance | 22% |
Teleport Resistance | 10% |
Confusion Resistance | 20% |
Silence Resistance | 10% |
Stun Resistance | 10% |
Instadeath Resistance | 100% |
Blind Resistance | 10% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 107 life over 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 124 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
Class Talents
Cursed / Strife | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Gloom | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Rampage | 1.00 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 2/5 |
| 4/5 |
| 0/5 |
Effects
Quests
You failed to protect the injured seer from death by great wolf. Escort: injured seer (level 2 of Trollmire) | failed |
You successfully escorted the lost anorithil to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost anorithil (level 2 of Ruins of Kor'Pul)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Exotic Weapons Mastery (+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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 |
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 giant spider spinneret. * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | 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 within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
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 | ![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +2 Wil Changes resistances: +9% fire / +5% cold Changes resistances penetration: +10% arcane Grants telepathy: Demon/Minor Demon/Major Mental save: +12 (+4 eff.) Maximum hate: +6.00 Heals friendly targets nearby when you use a nature summon: +20 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. |
Light source | ![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Effects when hit in melee: * 23% chance to disease * 20% chance to inflict 15% damage reduction Damage when hit (Melee): 8 light / 12 fire Changes resistances: +7% blight / +6% fire / +6% darkness / +3% temporal Mental save: +6 (+2 eff.) Spellpower: +4 (+4 eff.) Spell crit. chance: +4% Light radius: +3 Infravision radius: +4 See stealth: +7 See invisible: +10 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 20 blight damage or heals 27 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. 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 | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 20 blight / 8 nature Changes stats: +5 Str Changes resistances: +9% nature Changes resistances penetration: +15% nature Changes damage: +6% blight Curse of Nightmares A cap made of leather. |
Tool | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+5 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 | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+2 eff.) Rings can have magical properties. |
On fingers | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% nature Changes damage: +10% nature Rings can have magical properties. |
Around waist | ![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +7% acid / +6% fire / +31% cold / +5% arcane / +7% lightning Blindness immunity: +10% Disease immunity: +15% Silence immunity: +10% Confusion immunity: +20% Curse of Shrouds A belt that goes around your waist. |
In main hand | ![]() Requires: - Strength 24 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 152% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% When this weapon hits: Netherblast (20% chance level 3). On weapon hit: * 12% chance to disease * 14% chance to corrode armour by 30% On weapon crit: * cripple the target Damage (Melee): +16 blight When wielded/worn: Physical crit. chance: +12.0% Changes stats: +1 Mag Changes resistances penetration: +10% acid Changes damage: +3% arcane / +3% blight Life regen: +2.00 Vim when firing critical spell: +4.00 Talent on hit(spell): Netherblast (20% chance level 3). Curse of Corpses Massive two-handed mauls. |
On hands | ![]() Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Physical power: +6 (+2 eff.) Armour: +1 Changes stats: +2 Str Physical save: +5 (+3 eff.) Mental save: +5 (+2 eff.) Disarm immunity: +22% Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() Requires: - Strength 14 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +12% Changes resistances: +15% cold / +3% nature / +9% mind Stun/Freeze immunity: +10% Teleport immunity: +10% Curse of Madness A suit of armour made of mail. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Damage when hit (Melee): 12 fire Changes resistances: +15% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +14 Mental save: +30 (+10 eff.) Psi when hit: +0.12 Maximum hate: +4.00 Maximum psi: +20.00 Mental crit. chance: +4% Heals friendly targets nearby when you use a nature summon: +30 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 | ![]() Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str Amulets can have magical properties. |
![]() Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 127% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +9 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage Shield penetration (this weapon only): +23% Damage (Melee): +7 acid Curse of Misfortune Massive two-handed battleaxes. |
![]() Requires: - Strength 11 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Power: 108% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% Curse of Misfortune Massive two-handed battleaxes. |
![]() Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Power: 137% Range: 1.7x Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Curse of Shrouds It can be used to activate talent Shattering Blow (costing 20 power out of 20/20) : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 60% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
![]() Requires: - Strength 11 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 111% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * Slows global speed by 7% * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Curse of Nightmares Massive two-handed swords. |
![]() Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Power: 129% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +8 darkness Damage against: +7% Living When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 8 darkness Changes resistances penetration: +25% darkness Changes damage: +18% acid Curse of Misfortune Blunt and deadly. |
![]() Requires: - Strength 12 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 1 It must be held with both hands. Power: 126% Range: 1.4x Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +15 cold When wielded/worn: Accuracy: +10 (+5 eff.) Changes resistances: +10% cold Changes damage: +10% cold Spellpower: +10 (+7 eff.) Movement speed: +10% Talent on hit(spell): Glacial Vapour (20% chance level 1). Curse of Shrouds It can be used to activate talent Tidal Wave (costing 80 power out of 80/80) : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 4.70 cold damage and 4.70 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 3 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
![]() Requires: - Dexterity 15 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 1 Power: 115% Range: 1.1x Uses stat: 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Crit. chance: +5.0% Attack speed: 125% Damage conversion: 50% dazing lightning When wielded/worn: Accuracy: +7 (+3 eff.) Changes damage: +10% lightning Curse of Misfortune It can be used to strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 9.61 to 28.83 lightning damage (based on Magic and Dexterity), costing 10 power out of 10/10. This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+1 eff.) Changes stats: +2 Cun Changes resistances: +10% cold Changes resistances penetration: +10% lightning Changes damage: +3% lightning Grants telepathy: Demon/Minor Demon/Major Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Str / +1 Con 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. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +2 (+2 eff.) Ranged Defense: +3 (+3 eff.) Fatigue: +1% Changes resistances penetration: +20% blight Changes damage: +6% blight / +12% nature Curse of Misfortune A pair of boots made of leather. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +4 Fatigue: +5% Effects on melee hit: * 15% chance to blind Changes resistances penetration: +25% light Changes damage: +12% light Infravision radius: +1 Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +3 Str Infravision radius: +1 Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Strength 14 - Talent Heavy Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +12% Curse of Madness A suit of armour made of mail. |
![]() Requires: - Strength 10 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Fatigue: +6% Damage when hit (Melee): 10 physical Changes stats: +3 Str / +4 Dex / +3 Mag / +3 Wil / +3 Cun Maximum life: +30.00 Curse of Misfortune A suit of armour made of leather. |
![]() Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+3 eff.) Fatigue: +20% Changes stats: +1 Cun Changes resistances: +16% acid Changes damage: +12% mind Critical mult.: +5.00% Psi when hit: +0.04 Curse of Corpses A suit of armour made of metal plates. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 10 fire Changes stats: +3 Wil Changes resistances: +5% fire Changes damage: +5% mind Light radius: +2 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. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 9 power out of 9/9) : Effective talent level: 2.0 Power cost: 9 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 73.28 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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
By BaelZharon the Cornac Cursed level 11
37th Dusk 122nd year of Ascendancy at 03:41 see stats
By BaelZharon the Cornac Cursed level 12
3rd Haze 122nd year of Ascendancy at 09:03 see stats
By BaelZharon the Cornac Cursed level 10
7th Flare 122nd year of Ascendancy at 20:00 see stats
By BaelZharon the Cornac Cursed level 12
40th Dusk 122nd year of Ascendancy at 01:26 see stats
By BaelZharon the Cornac Cursed level 9
6th Mirth 122nd year of Ascendancy at 05:36 see stats
By BaelZharon the Cornac Cursed level 13
49th Haze 122nd year of Ascendancy at 23:36 see stats
Log
Rested for 17 turns (stop reason: all resources and life at maximum).
BaelZharon picks up (u.): steel shield of reflection (Misfortune) (6 def, 2 armour, 40.5 block).
BaelZharon picks up (m.): iron gauntlets (Nightmares) (0 def, 1 armour).
There is a next level here (press '' or right click to use).
Ran for 44 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a previous level here (press '' or right click to use).
Ran for 27 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a next level here (press '' or right click to use).
Ran for 27 turns (stop reason: at exit).
You gain 0.02 gold from the transmogrification of brass lantern.
You gain 1.47 gold from the transmogrification of steel shield of reflection (Misfortune) (6 def, 2 armour, 40.5 block).
You gain 1.25 gold from the transmogrification of steel plate armour (Shrouds) (4 def, 9 armour).
You gain 15.40 gold from the transmogrification of cured leather armour 'Aeruba' (Madness) (2 def, 4 armour).
You gain 1.11 gold from the transmogrification of iron mail armour of fire resistance (Shrouds) (2 def, 4 armour).
You gain 0.25 gold from the transmogrification of iron gauntlets (Nightmares) (0 def, 1 armour).
You gain 0.02 gold from the transmogrification of linen robe (Shrouds) (0 def, 0 armour).
There is a previous level here (press '' or right click to use).
You feel mildly anxious, and walk with caution.
Saving game...
Saving done.