











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| 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 1.7.6Donators/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 | Normal Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Summoner |
| Level / Exp | 32 / 65% |
| Size | medium |
| Lifes / Deaths | Killed by worm that walks at level 20 on the 42nd Regrowth 123rd year of Ascendancy at 05:14 1 / 6Killed by Urkis, the High Tempest at level 24 on the 39th Haze 123rd year of Ascendancy at 15:48 Killed by Polemina the skeleton warrior at level 28 on the 70th Regrowth 124th year of Ascendancy at 21:31 Killed by Adibrevena the crimson ooze at level 32 on the 8th Flare 124th year of Ascendancy at 05:48 Killed by Aryrimira the crimson ooze at level 32 on the 9th Flare 124th year of Ascendancy at 02:04 Killed by Nimue at level 32 on the 9th Flare 124th year of Ascendancy at 02:13 |
| Antimagic | Follower |
Primary Stats
| Strength | 44 (base 11) |
| Dexterity | 33 (base 20) |
| Constitution | 41 (base 11) |
| Magic | 11 (base 10) |
| Willpower | 121 (base 60) |
| Cunning | 110 (base 60) |
Resources
| Life | 733/733 |
| Equilibrium | 0 |
| Psi | 211/211 |
| Healing Factor | 1.3581403954779 |
| Regeneration | 9.8465178672148 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -60% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 5 |
| See Stealth | 73.586385001155 |
| See Invisible | 82.586385001155 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 40 |
| Accuracy | 39 |
| Crit Chance | 42% |
| APR | 47 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 16 |
| Accuracy | 39 |
| Crit Chance | 42% |
| APR | 49 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 11 |
| Crit Chance | 34% |
| Speed | 1 |
Offense: Mind
| Mindpower | 65 |
| Crit Chance | 49% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +29% |
| All | +2% |
| Physical | +16% |
| Cold | +17% |
| Nature | +22% |
Offense: Damage Penetration
| Physical | +7% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 20.5 (43.579428603723%) |
| Defense | 38 |
| Ranged Defense | 38 |
| Fatigue | 22 |
| Physical Save | 44 |
| Spell Save | 40 |
| Mental Save | 62 |
Defense: Resistances
| Mind | + 22%( 70%) |
| Acid | + 11%( 70%) |
| Light | + 14%( 70%) |
| Nature | + 26%( 70%) |
| Cold | + 26%( 70%) |
| Physical | + 15%( 70%) |
| Fire | + 8%( 70%) |
| All | + 8%( 70%) |
Defense: Immunities
| Disarm Resistance | 50% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
| Pinning Resistance | 10% |
| Silence Resistance | 20% |
| Poison Resistance | 0% |
| Blind Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 782% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 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 39% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 318 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -608 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 608 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. |
Class Talents
| Wild-gift / Summoning (melee) | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Summoning (advanced) | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Summoning (utility) | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Wild-gift / Summoning (distance) | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Summoning (augmentation) | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 4/5 |
| 2/5 |
| 3/5 |
| Wild-gift / Harmony | 1.50 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
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. | active |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Daikara. Escort: worried loremaster (level 2 of Daikara)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 have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | 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. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 224. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of precision. You have aided Marus of Elvala in creating an elixir of mastery. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
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 defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Frost Treads (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | Merach the alchemist's lampCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes stats: +7 Str Reduces incoming crit damage: 15.00% Mental save: +9 (+2 eff.) Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+3 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 30 power out of 35/35) : Effective talent level: 2.6 Power cost: 30 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 9. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
| On hands | dwarven-steel gauntlets 'Hanoyon' (0 def, 2 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +11 (+4 eff.) Armour penetration: +15 Armour: +2 Fatigue: +3% Damage when hit (Melee): 2 mind Changes stats: +6 Dex / +1 Mag / +8 Cun / +4 Con Changes damage: +9% mind Physical save: +15 (+5 eff.) Spell save: +5 (+2 eff.) Mental save: +5 (+1 eff.) Disarm immunity: +31% Infravision radius: +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+4 eff.) Armour penetration: +12 Defense: +12 (+4 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+4 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 16 power out of 35/35) : Effective talent level: 2.0 Power cost: 16 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 23 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
| On fingers | Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+4 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
| On fingers | voratun ring 'Lighttide'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +3 Physical power: +12 (+4 eff.) Defense: +10 (+4 eff.) Changes stats: +8 Str / +10 Con Changes resistances: +3% physical / +6% light / +15% mind Changes damage: +3% mind / +9% physical Rings make your fingers look great! |
| Around neck | XanaInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +3% acid / +9% nature Physical save: +6 (+2 eff.) Disease immunity: +20% Silence immunity: +20% Pinning immunity: +10% Life regen: +4.00 Amulets make your neck look great! |
| In main hand | Nimbussaw the stralite waraxe (30-41 power, 5 apr)Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 29.5 - 41.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 21% chance to reduce all saves and defense by 37 Damage (Melee): +19 mind Damage (radius 2) on crit: +12 lightning / +12 mind When wielded/worn: Changes stats: +10 Str / +5 Wil / +5 Cun Changes damage: +15% mind See invisible: +9 One-handed war axes. |
| Around waist | Rope Belt of the ThalorenInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +15 (+4 eff.) Mental crit. chance: +15% The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
| In off hand | warbringer's dwarven-steel dagger of enduring (17-22 power, 7 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 17.0 - 22.1 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +7 Wil / +9 Con Changes resistances penetration: +7% physical Disarm immunity: +19% Maximum life: +12.00 Sharp, short and deadly. |
| Cloak | murderer's cashmere cloak (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +5 Defense: +2 (+1 eff.) Changes stats: +3 Cun / +4 Dex A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | enlightening dwarven-steel mail armour of Eyal (3 def, 8 armour)Requires: - Heavy armour training - Strength 28 Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes stats: +4 Cun / +6 Wil Mental save: +12 (+3 eff.) Life regen: +3.00 Maximum life: +34.00 Healing mod.: +13% A suit of armour made of mail. |
Inventory
regeneration infusion of the psychic (heal 618; 17 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 618 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of the Rift (634.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 646.68 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
mindweaver's stralite amulet of mastery (0.29 Wild-gift / Fungus)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +3 Wil Talent mastery: +0.29 Wild-gift / Fungus Mental save: +9 (+2 eff.) Confusion immunity: +14% Mindpower: +8 (+2 eff.) Amulets make your neck look great! |
Shantiz the Stormblade (15-20 power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stat: 100% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+7 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 26 power out of 30/30) : Effective talent level: 4.0 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 27% chance to evade melee and ranged attacks and 20 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness Activation costs 85 power out of 100/100. The very essence of bearness! |
49 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
6 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. |
2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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. |
2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 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 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Abyssream (dig speed 14 turns)Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical power: +15 (+5 eff.) Armour: +8 Defense: +5 (+2 eff.) Changes stats: +2 Str Changes resistances: +15% fire Changes damage: +9% mind / +8% fire Mental save: +8 (+2 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Scorpionripper' (dig speed 32 turns)Infused by nature 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: +8 Str Changes resistances: +17% nature / +18% fire Changes damage: +8% nature Reduces incoming crit damage: 15.00% Stamina each turn: +3.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
2 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 85 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 22 power out of 25/25) : Effective talent level: 2.0 Power cost: 22 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 47.01 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 47.01 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
2 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. |
2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 26 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2)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 172 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Bizzare Contraption2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +8 Cun Changes resistances: +15% lightning Changes damage: +15% lightning Physical save: +18 (+6 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
overpowered yew totem of healing [power 368] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal yourself and all friendly characters within 10 spaces for 368 Activation puts all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
6 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Nimue the Cornac Summoner level 27
37th Regrowth 124th year of Ascendancy at 02:36 see stats
Antimagic!
Completed antimagic training in the Ziguranth camp.By Nimue the Cornac Summoner level 20
55th Regrowth 123rd year of Ascendancy at 23:56 see stats
Bringer of Doom
Killed a Bringer of Doom.By Nimue the Cornac Summoner level 18
8th Allure 123rd year of Ascendancy at 19:25 see stats
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By Nimue the Cornac Summoner level 30
21st Pyre 124th year of Ascendancy at 16:24 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Nimue the Cornac Summoner level 18
9th Decay 122nd year of Ascendancy at 20:26 see stats
Don't Poosh it!
Killed Kelad in the lost land of Poosh.By Nimue the Cornac Summoner level 29
3rd Pyre 124th year of Ascendancy at 18:08 see stats
Exterminator
Killed 1000 creatures.By Nimue the Cornac Summoner level 18
7th Allure 123rd year of Ascendancy at 02:54 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Nimue the Cornac Summoner level 26
72nd Haze 123rd year of Ascendancy at 19:48 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Nimue the Cornac Summoner level 27
37th Regrowth 124th year of Ascendancy at 01:20 see stats
Is that how it feels to be an escort quest?!
Got saved from death in the Godfeaster by Malyu and managed to escape.By Nimue the Cornac Summoner level 31
38th Pyre 124th year of Ascendancy at 10:15 see stats
Level 10
Got a character to level 10.By Nimue the Cornac Summoner level 10
54th Dusk 122nd year of Ascendancy at 04:16 see stats
Level 20
Got a character to level 20.By Nimue the Cornac Summoner level 20
37th Regrowth 123rd year of Ascendancy at 14:42 see stats
Level 30
Got a character to level 30.By Nimue the Cornac Summoner level 30
18th Pyre 124th year of Ascendancy at 12:38 see stats
Lucky Girl
Saved Melinda again and invited her to the Fortress to cure her.By Nimue the Cornac Summoner level 27
46th Regrowth 124th year of Ascendancy at 16:37 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Nimue the Cornac Summoner level 20
37th Regrowth 123rd year of Ascendancy at 17:16 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Nimue the Cornac Summoner level 26
48th Haze 123rd year of Ascendancy at 07:11 see stats
Shasshhiy'Kaish
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Nimue the Cornac Summoner level 21
10th Mirth 123rd year of Ascendancy at 22:49 see stats
Slimefest
Have 100 walls on the sludgenest turn into hostile creatures.By Nimue the Cornac Summoner level 32
8th Flare 124th year of Ascendancy at 09:51 see stats
Tales of the Spellblaze
Learned the eight chapters of the Spellblaze Chronicles.By Nimue the Cornac Summoner level 27
37th Regrowth 124th year of Ascendancy at 02:36 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Nimue the Cornac Summoner level 27
37th Regrowth 124th year of Ascendancy at 02:36 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Nimue the Cornac Summoner level 22
10th Flare 123rd year of Ascendancy at 05:23 see stats
The secret city
Discovered the truth about mages.By Nimue the Cornac Summoner level 20
50th Regrowth 123rd year of Ascendancy at 06:56 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Nimue the Cornac Summoner level 30
22nd Pyre 124th year of Ascendancy at 11:03 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Nimue the Cornac Summoner level 23
24th Haze 123rd year of Ascendancy at 08:22 see stats
Utterly Destroyed
Died on the Eidolon Plane.By Nimue the Cornac Summoner level 32
9th Flare 124th year of Ascendancy at 02:13 see stats
Log
Nimue's poison area effect hits Aryrimira the crimson ooze for 20 nature damage.
Melee retaliation hits Aryrimira the crimson ooze for 1 mind, 1 mind, 1 mind, 1 mind (4 total damage).
Nimue the level 32 cornac summoner was battered to death by Aryrimira the crimson ooze on level 2 of Sludgenest.
Aryrimira the crimson ooze prepares for the next kill!
You have 1 life(s) left.
Fire drake hatchling is free from the slippery moss.
Fire drake hatchling has regained its confidence.
Fire drake hatchling deactivates Through The Crowd.
Fire drake hatchling deactivates Through The Crowd.
Fire drake hatchling is no longer poisoned.
Fire drake hatchling has regained its confidence.
3-headed hydra deactivates Through The Crowd.
3-headed hydra is no longer poisoned.
3-headed hydra has regained its confidence.
3-headed hydra is free from the slippery moss.
Stone golem deactivates Through The Crowd.
Stone golem has regained its confidence.
Fire drake deactivates Through The Crowd.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Aryrimira the crimson ooze killed Nimue!
Saving game...
Talent Infusion: Healing is ready to use.
Talent Fire Drake is ready to use.
Talent Stone Golem is ready to use.
Your summoned stone golem disappears.
Saving done.
Personal New Achievement: Utterly Destroyed!































































































