









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.
|
| Campaign | Maj'Eyal |
| Mode | Normal Exploration |
| Sex | Male |
| Race | Higher |
| Class | Sun Paladin |
| Level / Exp | 34 / 86% |
| Size | medium |
| Lifes / Deaths | Killed by gwelgoroth at level 15 on the 49th Haze 122nd year of Ascendancy at 18:03 / 8Killed by corrupted mastocytic feeder at level 15 on the 52nd Haze 122nd year of Ascendancy at 16:08 Killed by corrupted mastocytic feeder at level 15 on the 52nd Haze 122nd year of Ascendancy at 18:00 Killed by corrupted acidic digestor at level 15 on the 52nd Haze 122nd year of Ascendancy at 19:23 Killed by eldritch eye at level 17 on the 56th Haze 122nd year of Ascendancy at 02:26 Killed by multi-hued drake hatchling at level 21 on the 1st Wintertide 123rd year of Ascendancy at 10:51 Killed by Layeta the mountain troll at level 21 on the 1st Wintertide 123rd year of Ascendancy at 12:36 Killed by luminous horror at level 24 on the 25th Regrowth 123rd year of Ascendancy at 15:09 |
Primary Stats
| Strength | 68 (base 45) |
| Dexterity | 26 (base 10) |
| Constitution | 82 (base 54) |
| Magic | 63 (base 45) |
| Willpower | 32 (base 10) |
| Cunning | 28 (base 10) |
Resources
| Life | 1256/1256 |
| Positive | 0/109 |
| Stamina | 281/281 |
| Healing Factor | 1.5285714285716 |
| Regeneration | 3.8978571428576 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 15 |
| Lite | 6 |
| Infravision | 10 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 133 |
| Accuracy | 49 |
| Crit Chance | 28% |
| APR | 16 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 43 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +19% |
| Light | +36% |
| Temporal | +8% |
| Blight | +3% |
| Physical | +5% |
| Fire | +9% |
| All | 0% |
Offense: Damage Penetration
| Blight | +5% |
| Physical | +10% |
| Light | +10% |
Defense: Base
| Armour (hardiness) | 58.596689338462 (74.10447761194%) |
| Defense | 27 |
| Ranged Defense | 33 |
| Fatigue | 19 |
| Physical Save | 65 |
| Spell Save | 63 |
| Mental Save | 49 |
Defense: Resistances
| Acid | + 21%( 70%) |
| Blight | + 32%( 70%) |
| Arcane | + 46%( 70%) |
| Cold | + 43%( 70%) |
| All | + 15%( 70%) |
| Darkness | + 29%( 70%) |
| Light | + 40%( 70%) |
| Temporal | + 29%( 70%) |
| Lightning | + 37%( 70%) |
| Physical | + 43%( 70%) |
| Fire | + 29%( 70%) |
| Nature | + 25%( 70%) |
Defense: Immunities
| Disarm Resistance | 10% |
| Confusion Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
| Poison Resistance | 5% |
| Blind Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 18% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 415 damage for 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 5 for 10 turns. While Heroism is active, you will only die when reaching -488 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. |
Class Talents
| Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Crusader | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 4/5 |
| Celestial / Sun | 1.30 |
| 4/5 |
| 2/5 |
| 4/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Radiance | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Technique / Two-handed assault | 1.10 |
| 3/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Generic Talents
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Celestial / Light | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 5/5 |
| 2/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Weapon of Light |
| talent | Chant of Fortress |
| talent | Searing Sight |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Magic by +2. | done |
You failed to protect the lone alchemist from death by Vandros. Escort: lone alchemist (level 1 of Daikara) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Magic by +2. | done |
You failed to protect the lone alchemist from death by Poliriath the temporal stalker. Escort: lone alchemist (level 2 of Dreadfell) | failed |
You successfully escorted the lost anorithil to the recall portal on level 4 of Dreadfell. Escort: lost anorithil (level 4 of Dreadfell)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved Strength by +2. | 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 fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
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 |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active |
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 unlocked the training room. * You have unlocked the hall of reflections. * 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: 438. | 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 named Urkis. The mages of Angolwen are ready to teleport you there. | 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 AlchemistsYou have aided Stire of Derth in creating an elixir of avoidance. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * You've found the needed electric eel tail. * You've found the needed orc heart. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of 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.' * You've found the needed length of troll intestine. * You've found the needed vial of elder vampire blood. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed mummified bone. * You've found the needed honey tree root. * You've found the needed green worm. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed multi-hued wyrm scale. * You've found the needed sandworm tooth. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Ungrol of Last Hope has completed an elixir of foundations without your aid. | active |
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! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
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 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 | Blazeweeper (3 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +1% Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Str / +3 Con Changes resistances: +6% cold / +7% fire / +3% temporal Changes resistances penetration: +10% light Changes damage: +3% light / +3% blight It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.3 Power cost: 25 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
| Light source | Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (86 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Crown of Command (3 def, 6 armour)Requires: - Cunning 25 - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +4% Changes stats: +3 Con / +10 Wil Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Technique / Field control Mindpower: +5 (+2 eff.) Activating this item is instant. It can be used to activate talent Indomitable (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
| Tool | dwarven-steel pickaxe 'Urimachik' (dig speed 15 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour: +2 Effects on melee hit: * 20% chance to disease Changes stats: +2 Str Changes resistances: +3% temporal / +1% physical Changes resistances penetration: +5% blight / +10% physical Physical save: +22 (+6 eff.) Spell save: +19 (+4 eff.) Mental save: +20 (+7 eff.) Maximum life: +127.00 Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | gold ring 'Zubylaith'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+3 eff.) Physical power: +7 (+2 eff.) Armour: +4 Changes stats: +6 Str / +7 Dex / +3 Mag / +10 Cun / +6 Con Changes resistances: +1% physical Hate when firing a critical mind attack: +2.00 Spellpower: +8 (+3 eff.) Heals friendly targets nearby when you use a nature summon: +20 Rings can have magical properties. |
| 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 (+3 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. |
| Around waist | skylord's hardened leather belt of burglaryInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Str / +8 Dex / +4 Wil / +8 Cun / +5 Lck Trap disarming bonus: +8 Stealth bonus: +7 Physical save: +13 (+4 eff.) Spell save: +12 (+3 eff.) Mental save: +11 (+4 eff.) Infravision radius: +4 A belt that goes around your waist. |
| In main hand | Golden Three-Edged Sword 'The Truth' (49-78.4 power, 9 apr)Requires: - Willpower 18 - Cunning 18 - Strength 18 Infused by psionic forces 12.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 49.0 - 78.4 Uses stat: 129% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +9 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 9% chance to stun or confuse the target Damage (Melee): +49 light / +49 darkness The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
| On hands | Dimbreacher (0 def, 2 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 10 arcane / 10 temporal Damage (Ranged): 11 temporal Damage when hit (Melee): 12 mind Changes stats: +6 Wil / +6 Mag Changes resistances: +11% temporal / +11% arcane / +6% nature Changes damage: +3% darkness / +8% temporal Spell save: +9 (+2 eff.) Life regen: +2.30 Stamina each turn: +1.10 Maximum stamina: +27.00 It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. This item has been sent to the Item's Vault. |
| Main armor | Urthiroddanarirath the steel mail armour (2 def, 13 armour)Requires: - Strength 20 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +13 Defense: +2 (+1 eff.) Fatigue: +14% Damage when hit (Melee): 8 light Changes stats: +4 Con / +2 Wil Changes resistances: +7% acid / +11% physical / +16% darkness / +14% blight / +11% cold / +26% lightning / +10% fire Only die when reaching: -40.00 life Light radius: +2 A suit of armour made of mail. |
| Cloak | Woeshear of the Blightspawn (11 def, 8 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour: +8 Defense: +11 (+5 eff.) Ranged Defense: +9 (+4 eff.) Changes stats: +2 Str / -9 Wil / +12 Con Changes resistances: +6% blight / +16% cold Physical save: +12 (+3 eff.) Mental save: +9 (+3 eff.) Poison immunity: +5% Disarm immunity: +10% Confusion immunity: +10% Only die when reaching: -50.00 life Maximum life: +66.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | SalekiraPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +6 Damage (Melee): 15 light / 16 darkness Effects when hit in melee: * 15% chance to inflict 15% damage reduction * 13% chance to blind Changes resistances: +6% nature Changes damage: +14% light / +16% darkness Physical save: +12 (+3 eff.) Spell save: +22 (+5 eff.) Mental save: +12 (+4 eff.) Amulets can have magical properties. |
Inventory
movement infusion of the titan (679% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use 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 increase movement speed by 679% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution 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 ability. |
controlled phase door rune of the titan (range 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 12. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+2 eff.) See invisible: +10 It can be used to summon an elder vampire to your side for 15 turns, costing 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
Mirror ShardsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 276 strength, based on Magic) for 5 turns, costing 24 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
NightsongRequires: - Level 15 Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+5 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 17 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. This item has been sent to the Item's Vault. |
Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 12.06 cold and 12.66 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
ZanayonInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +4 Changes resistances: +15% temporal / +20% physical Changes damage: +16% physical Reduces incoming crit damage: 5.00% Mental save: +10 (+4 eff.) Rings can have magical properties. |
conjurer's gold ring of blight (+14%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Mag / +5 Wil Changes resistances: +14% blight Changes damage: +14% blight Spellpower: +6 (+2 eff.) Rings can have magical properties. |
gladiator's steel ring of nature (+26%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +6 Str / +5 Con Changes resistances: +26% nature Changes damage: +13% nature Rings can have magical properties. |
pixie's gold ring of darkness (+24%)Requires: - Level 15 Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +24% darkness Changes damage: +12% darkness Spellpower: +7 (+3 eff.) Rings can have magical properties. This item has been sent to the Item's Vault. |
stralite ring 'Samagund'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +11 (+3 eff.) Changes stats: +7 Str / +2 Wil / +8 Con Changes resistances penetration: +10% arcane Changes damage: +12% arcane Mana each turn: +0.20 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +10 Spell crit. chance: +4% Damage Shield penetration: +30% Rings can have magical properties. |
titan's steel ring of corrosion (+24%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Con Changes resistances: +24% acid Changes damage: +12% acid Physical save: +8 (+2 eff.) Rings can have magical properties. |
warrior's copper ring of fire (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +22% fire Changes damage: +11% fire Rings can have magical properties. |
warrior's gold ring of lightning (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +24% lightning Changes damage: +12% lightning Rings can have magical properties. |
warrior's steel ring of pilferingRequires: - Level 15 Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +10 Armour: +8 Defense: +8 (+4 eff.) Changes stats: +4 Str It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 104% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. This item has been sent to the Item's Vault. |
wizard's steel ring of blight (+10%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Mag Changes resistances: +10% blight Changes damage: +10% blight Spell save: +4 (+1 eff.) Rings can have magical properties. |
Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
nightruned rough leather belt of unlifePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% blight / +5% light / +5% darkness The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
dispeller's linen robe of alchemy (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% lightning / +11% physical / +7% darkness / +11% acid / +7% blight / +17% fire / +19% cold / +7% light Changes damage: +6% acid / +6% physical / +6% fire / +6% cold Talent cooldown: Refit Golem (-3 turns) Physical save: +12 (+3 eff.) Spell save: +22 (+5 eff.) Mental save: +11 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's FangRequires: - Level 15 Infused 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. This item has been sent to the Item's Vault. |
Cut Drem ArmRequires: - Level 15 Powered by unknown forces 2.00 Encumbrance. [Unique] Type: misc / gross ; tier 3 When wielded/worn: Damage when hit (Melee): 25 darkness Disarm immunity: +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. This item has been sent to the Item's Vault. |
Eye of the Dreaming OneRequires: - Level 15 Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+4 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. This item has been sent to the Item's Vault. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, 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. |
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), 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. |
Lightbringer's WandRequires: - Level 15 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+3 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 115 light damage (based on your Magic and Strength) to your foes within radius 5 each turn, costing 35 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. This item has been sent to the Item's Vault. |
Burning StarRequires: - Level 15 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. This item has been sent to the Item's Vault. |
Achievements
A dangerous secret (Exploration mode)
Found the mysterious staff and told Last Hope about it.By Vandros the Higher Sun Paladin level 33
37th Pyre 123rd year of Ascendancy at 09:54 see stats
A living one! (Exploration mode)
Was teleported into Caldizar's Fortress, far into the void between the stars.By Vandros the Higher Sun Paladin level 20
2nd Decay 122nd year of Ascendancy at 12:31 see stats
Against all odds (Exploration mode)
Killed Ukruk in the ambush.By Vandros the Higher Sun Paladin level 33
35th Pyre 123rd year of Ascendancy at 16:37 see stats
Bringer of Doom (Exploration mode)
Killed a Bringer of Doom.By Vandros the Higher Sun Paladin level 27
71st Regrowth 123rd year of Ascendancy at 08:06 see stats
Curse Lifter (Exploration mode)
Killed Ben Cruthdar the Cursed.By Vandros the Higher Sun Paladin level 10
34th Dusk 122nd year of Ascendancy at 16:53 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By Vandros the Higher Sun Paladin level 16
54th Haze 122nd year of Ascendancy at 01:54 see stats
Eye of the storm (Exploration mode)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Vandros the Higher Sun Paladin level 20
68th Haze 122nd year of Ascendancy at 22:40 see stats
Fear me not! (Exploration mode)
Survived the Fearscape!By Vandros the Higher Sun Paladin level 28
80th Regrowth 123rd year of Ascendancy at 12:24 see stats
Home sweet home (Exploration mode)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Vandros the Higher Sun Paladin level 17
57th Haze 122nd year of Ascendancy at 01:44 see stats
Is that how it feels to be an escort quest?! (Exploration mode)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Vandros the Higher Sun Paladin level 31
25th Pyre 123rd year of Ascendancy at 23:47 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Vandros the Higher Sun Paladin level 10
34th Dusk 122nd year of Ascendancy at 16:51 see stats
Level 20 (Exploration mode)
Got a character to level 20.By Vandros the Higher Sun Paladin level 20
68th Haze 122nd year of Ascendancy at 15:34 see stats
Level 30 (Exploration mode)
Got a character to level 30.By Vandros the Higher Sun Paladin level 30
15th Pyre 123rd year of Ascendancy at 16:16 see stats
Lost in translation (Exploration mode)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Vandros the Higher Sun Paladin level 3
77th Pyre 122nd year of Ascendancy at 23:48 see stats
Lucky Girl (Exploration mode)
Saved Melinda again and invited her to the Fortress to cure her.By Vandros the Higher Sun Paladin level 26
62nd Regrowth 123rd year of Ascendancy at 01:08 see stats
Rescuer of the lost (Exploration mode)
Rescued the merchant from the assassin lord.By Vandros the Higher Sun Paladin level 9
8th Dusk 122nd year of Ascendancy at 11:18 see stats
Savior of the damsels in distress (Exploration mode)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Vandros the Higher Sun Paladin level 26
45th Regrowth 123rd year of Ascendancy at 10:30 see stats
Size matters (Exploration mode)
Did over 600 damage in one attack.By Vandros the Higher Sun Paladin level 19
68th Haze 122nd year of Ascendancy at 11:47 see stats
The Arena (Exploration mode)
Unlocked Arena mode.By Vandros the Higher Sun Paladin level 9
21st Dusk 122nd year of Ascendancy at 22:21 see stats
The Right thing to do (Exploration mode)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Vandros the Higher Sun Paladin level 25
34th Regrowth 123rd year of Ascendancy at 09:44 see stats
The secret city (Exploration mode)
Discovered the truth about mages.By Vandros the Higher Sun Paladin level 10
48th Dusk 122nd year of Ascendancy at 15:49 see stats
Thralless (Exploration mode)
Freed at least 30 enthralled slaves in the slavers' compound.By Vandros the Higher Sun Paladin level 25
33rd Regrowth 123rd year of Ascendancy at 18:05 see stats
Treasure Hoarder (Exploration mode)
Amassed 3000 gold pieces.By Vandros the Higher Sun Paladin level 25
43rd Regrowth 123rd year of Ascendancy at 03:05 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By Vandros the Higher Sun Paladin level 17
57th Haze 122nd year of Ascendancy at 02:36 see stats
Vampire crusher (Exploration mode)
Destroyed the Master in its lair of the Dreadfell.By Vandros the Higher Sun Paladin level 32
31st Pyre 123rd year of Ascendancy at 06:20 see stats
Log
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.
There is an item here: Crown of Burning Pain (11 def, 0 armour)
There is an item here: Helm of the Dominated (0 def, 9 armour)
There is an item here: Cyrygamina the Phoenixtrial (0 def, 8 armour)
There is an item here: Quasit's Skull (0 def, 12 armour)
There is an item here: Rune of the Rift (278.00 temporal damage, removed from time 4 turns)
Ran for 2 turns (stop reason: object seen).
There is an item here: Dedication (31-43.4 power, 6 apr)
Ran for 3 turns (stop reason: object seen).
There is an item here: Wheel of Fate
There is an item here: The Black Ring
Ran for 2 turns (stop reason: object seen).
There is an item here: Bolbum's Big Knocker (64-76.8 power, 10 apr, physical element)
There is an item here: Eclipse (18-21.6 power, 4 apr, darkness element)
Ran for 2 turns (stop reason: object seen).
There is an item here: Moon 'Cinderreek' (30-39 power, 30 apr)
There is an item here: Star (25-32.5 power, 20 apr)
Vandros deactivates Searing Sight.
Vandros deactivates Weapon of Light.
Vandros deactivates Chant of Fortress.






















































































