










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Ashes of Urh'Rok 1.7.0Official 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 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.0Official 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 1.7.0Donators/Buyers bonus! Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Higher |
| Class | Corruptor |
| Level / Exp | 21 / 57% |
| Size | medium |
| Lifes / Deaths | Killed by Urkis, the High Tempest at level 20 on the 12nd Regrowth 123rd year of Ascendancy at 19:53 0 / 6Killed by Urkis, the High Tempest at level 20 on the 13rd Regrowth 123rd year of Ascendancy at 00:16 Killed by corrupted broken golem at level 21 on the 78th Regrowth 123rd year of Ascendancy at 01:33 Killed by corrupted broken golem at level 21 on the 78th Regrowth 123rd year of Ascendancy at 05:24 Killed by corrupted broken golem at level 21 on the 80th Regrowth 123rd year of Ascendancy at 10:35 Killed by pomf pomf stinky at level 21 on the 80th Regrowth 123rd year of Ascendancy at 10:40 |
Primary Stats
| Strength | 17 (base 10) |
| Dexterity | 15 (base 10) |
| Constitution | 50 (base 39) |
| Magic | 57 (base 50) |
| Willpower | 16 (base 13) |
| Cunning | 13 (base 10) |
Resources
| Life | 743/743 |
| Mana | 250/250 |
| Vim | 217/217 |
| Healing Factor | 1.2786847857242 |
| Regeneration | 8.8868592607831 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 7 |
| Infravision | 1 |
| See Invisible | 8 |
Offense: Mainhand
| Damage | 25 |
| Accuracy | 23 |
| Crit Chance | 8% |
| APR | 15 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 41 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 16 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +10% |
| Darkness | +33% |
| Temporal | +18% |
| Blight | +15% |
| Arcane | +3% |
| Fire | +10% |
| All | 0% |
Offense: Damage Penetration
| Blight | +20% |
| Cold | +40% |
| Light | +5% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 15 (30%) |
| Defense | 19 |
| Ranged Defense | 19 |
| Fatigue | 0 |
| Physical Save | 26 |
| Spell Save | 41 |
| Mental Save | 22 |
Defense: Resistances
| Acid | + 28%( 70%) |
| Arcane | + 43%( 70%) |
| Cold | + 43%( 70%) |
| All | + 24%( 70%) |
| Lightning | + 36%( 70%) |
| Light | + 26%( 70%) |
| Temporal | + 40%( 70%) |
| Darkness | + 63%( 70%) |
| Mind | + 24%( 70%) |
| Nature | + 30%( 70%) |
Defense: Immunities
| Pinning Resistance | 46% |
| Confusion Resistance | 20% |
| Disarm Resistance | 24% |
| Knockback Resistance | 96% |
| Instadeath Resistance | 100% |
| Blind Resistance | 15% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 332 life over 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 86 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 288 damage for 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 550% 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 Constitution stat. |
Class Talents
| Corruption / Blood | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Blight | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Corruption / Bone | 1.40 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Corruption / Vim | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Plague | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Sanguisuge | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Corruption / Curses | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Torment | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Hexes | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
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 |
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 +5. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * 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 |
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. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed chunk of ghoul flesh. * You've found the needed warg claw. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed honey tree root. * You've found the needed wretchling eyeball. 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 bear paw. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' | 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 within6 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of hardened leather boots 'Bleakfoe' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Dex / +2 Cun / +7 Lck Changes resistances: +12% darkness / +3% lightning Stealth bonus: +7 Mental save: +3 (+2 eff.) Maximum psi: +10.00 A pair of boots made of leather. |
| Light source | brass lantern 'Gleamream'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% light Changes resistances penetration: +5% light / +25% cold Mental save: +3 (+2 eff.) Equilibrium when hit: +0.04 Maximum life: +42.00 Light radius: +5 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 | Mayatha (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +9% temporal Changes damage: +3% arcane Critical mult.: +10.00% Life regen: +2.70 Spellpower on spell critical (stacks up to 3 times): +10 Spell crit. chance: +2% Damage Shield penetration: +30% Damage Shield Power: +6% A pointy cloth hat, very wizardly... |
| Tool | Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | Beluramira the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Cun / +2 Con Changes resistances: +6% nature Disarm immunity: +24% Pinning immunity: +21% Knockback immunity: +20% Maximum life: +21.00 Rings make your fingers look great! |
| On fingers | Glorirenn the copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Wil / +3 Con Changes resistances: +3% lightning / +6% cold / +3% darkness Mental save: +6 (+3 eff.) Confusion immunity: +20% See invisible: +6 Rings make your fingers look great! |
| Around waist | rough leather belt 'Shadesaw'Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +1 Wil Changes resistances: +6% darkness Changes resistances penetration: +20% blight Maximum encumbrance: +21 Maximum vim: +10.00 A belt that goes around your waist. |
| In main hand | Kor's Fall (10-12 power, 0 apr, darkness element)Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +0 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+2 eff.) Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 6 power out of 6/6) : Effective talent level: 4.2 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 142.23 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (284). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
| On hands | Snow Giant Wraps (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 77.19 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
| Main armor | Darkravager the cashmere robe (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Damage when hit (Melee): 8 darkness Changes resistances: +30% darkness / +11% all Changes resistances penetration: +15% cold Changes damage: +23% darkness / +18% temporal A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | linen cloak 'Velylrarin' (1 def, 10 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +10 Defense: +1 (+1 eff.) Changes stats: +3 Con Changes resistances: +6% acid / +10% cold / +3% nature Maximum stamina: +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | PurewreckerInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +6 (+3 eff.) Defense: +6 (+3 eff.) Changes stats: +2 Str / +1 Mag / +3 Con / +11 Lck Changes resistances: +12% temporal Changes resistances penetration: +15% nature Physical save: +7 (+4 eff.) Pinning immunity: +25% Knockback immunity: +26% Life regen: +4.00 Maximum life: +35.00 Light radius: +2 Reduce all damage from unseen attackers: 11% Amulets make your neck look great! |
Inventory
wild infusion of the titan (res 27%; magical, mental; dur 3; cd 10)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: 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 magical and mental effect and reduce all damage taken by 27% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your 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 nature talent. |
wild infusion of the wizard (res 27%; physical; dur 2; cd 11)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: 11 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 27% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic 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. |
Prismatic Rune (6 turns; acid, physical, light, fire, darkness)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 acid, 3 physical, 5 light, 4 fire, 3 darkness 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. |
blink rune of the wizard (range 5; phase 17; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. Its effects scale with your Magic 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 spell talent. |
shielding rune of the titan (absorb 336; dur 4; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 336 damage for 4 turns. 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 spell talent. |
starlit copper amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +10% light / +10% darkness Blindness immunity: +22% Amulets make your neck look great! |
copper ring 'Nimbusbraze'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +15% lightning / +22% cold Changes resistances penetration: +5% acid Changes damage: +6% lightning / +11% cold Rings make your fingers look great! |
solipsist's gold ring of sensingPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Cun / +4 Wil Blindness immunity: +23% Mindpower: +7 (+5 eff.) Infravision radius: +4 See stealth: +12 See invisible: +10 Rings make your fingers look great! |
Lavakarma the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +6 Cun Changes resistances: +6% lightning / +6% temporal / +6% fire Hate when firing a critical mind attack: +2.00 A belt that goes around your waist. |
Sparkstreak the hardened leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +22% lightning / +8% temporal Changes resistances penetration: +10% fire Changes damage: +21% lightning Light radius: +1 A belt that goes around your waist. |
Emelavea the Shockorder (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Cun / +3 Wil Changes resistances: +15% lightning Changes resistances penetration: +5% arcane Changes damage: +6% lightning / +15% cold / +15% arcane Mental crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
timebroken cashmere robe (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +3 Mag / +3 Wil Changes resistances: +11% all Changes damage: +5% arcane / +6% temporal Maximum mana: +13.00 Spellpower: +4 (+1 eff.) Spell crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of alchemy (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +12% acid / +11% physical / +11% fire / +13% cold / +9% all Changes damage: +7% acid / +7% physical / +8% fire / +9% cold Talent cooldown: Refit Golem (-4 turns) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of dwarven-steel boots 'Zubyssra' (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes resistances: +3% lightning / +6% mind Reduces incoming crit damage: 5.00% Blindness immunity: +20% Disease immunity: +10% Cut immunity: +10% Stamina each turn: +0.60 Maximum stamina: +25.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Chydir the Spiderzeal (0 def, 3 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 20% chance to slow global speed by 36% Changes stats: +4 Cun / +5 Wil Changes resistances: +6% acid Critical mult.: +15.00% Maximum psi: +30.00 Mindpower: +14 (+9 eff.) A cap made of leather. |
Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 15 power out of 30/30) : Effective talent level: 1.0 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 20.62 to 61.87 lightning damage (41.25 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Ebonyreign the linen wizard hat (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Defense: +1 (+1 eff.) Damage when hit (Melee): 6 darkness Changes stats: +3 Con Changes resistances: +16% cold Changes damage: +11% cold Spell save: +9 (+3 eff.) A pointy cloth hat, very wizardly... |
Glimmerbender (0 def, 4 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 4 temporal Changes resistances: +7% acid / +8% fire / +7% lightning / +8% cold Changes resistances penetration: +10% light / +10% lightning Changes damage: +12% light / +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
cashmere wizard hat 'Glacierrot' (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +27% nature / +27% cold Changes damage: +9% cold / +20% nature / +6% light A pointy cloth hat, very wizardly... |
dwarven-steel pickaxe 'Eclipseshine' (dig speed 32 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -6% Damage when hit (Melee): 4 temporal Changes stats: +4 Str Changes resistances: +6% temporal Changes resistances penetration: +5% darkness Changes damage: +3% temporal / +9% fire Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Snownaught the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +6 Changes resistances: +9% fire Changes damage: +6% cold Reduces incoming crit damage: 10.00% Blindness immunity: +20% Confusion immunity: +11% Only die when reaching: -20.00 life Mindpower: +10 (+7 eff.) Light radius: +7 See stealth: +8 See invisible: +8 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 11 for 5 turns. The radius will increase with your Cunning. 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. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(62 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
alchemist's lamp 'Blizzardsweep'Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Defense: +10 (+5 eff.) Changes resistances: +12% blight / +6% fire Changes resistances penetration: +15% cold Changes damage: +9% blight / +6% cold Physical save: +13 (+7 eff.) Spell save: +13 (+4 eff.) Mental save: +11 (+6 eff.) Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+4 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 5 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 20% 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. |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 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. |
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 Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
The JoltInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +10% mind / +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
elm totem of healing [power 110] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 110 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
cleansing elm wand of shielding [power 116] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a shield absorbing up to 123 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By pomf pomf stinky the Higher Corruptor level 16
44th Haze 122nd year of Ascendancy at 06:59 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By pomf pomf stinky the Higher Corruptor level 19
2nd Decay 122nd year of Ascendancy at 06:50 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By pomf pomf stinky the Higher Corruptor level 10
8th Mirth 122nd year of Ascendancy at 07:29 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By pomf pomf stinky the Higher Corruptor level 20
2nd Wintertide 123rd year of Ascendancy at 12:39 see stats
Poisonous (Nightmare (Adventure) difficulty)
Sided with the assassin lord.By pomf pomf stinky the Higher Corruptor level 20
51st Regrowth 123rd year of Ascendancy at 23:13 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By pomf pomf stinky the Higher Corruptor level 12
2nd Summertide 122nd year of Ascendancy at 19:12 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By pomf pomf stinky the Higher Corruptor level 12
68th Dusk 122nd year of Ascendancy at 22:38 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By pomf pomf stinky the Higher Corruptor level 17
75th Haze 122nd year of Ascendancy at 13:39 see stats
Utterly Destroyed (Nightmare (Adventure) difficulty)
Died on the Eidolon Plane.By pomf pomf stinky the Higher Corruptor level 21
80th Regrowth 123rd year of Ascendancy at 10:40 see stats
Log
The shield around corrupted broken golem crumbles.
Pomf pomf stinky is on fire!
Corrupted broken golem hits pomf pomf stinky for 106 physical, 7 fire, 118 physical, 5 healing, 7 fire (238 total damage) [5 healing].
Melee retaliation hits Corrupted broken golem for (6 absorbed), 1 blight, 7 darkness, 11 blight, 7 darkness (26 total damage).
Pomf pomf stinky casts Drain.
Pomf pomf stinky's spell attains critical power!
pomf pomf stinky hits Corrupted broken golem for 241 blight damage.
Burning from Corrupted broken golem hits pomf pomf stinky for 5 fire damage.
Rotting Disease from Corrupted broken golem hits pomf pomf stinky for 26 blight damage.
Corrupted broken golem casts Draining Assault.
Corrupted broken golem's weapon surges with fire!
Corrupted broken golem steals life from pomf pomf stinky!
pomf pomf stinky hits Corrupted broken golem for 33 healing, 2 healing, 27 healing (0 total damage) [62 healing].
Melee retaliation hits Corrupted broken golem for 10 blight, 7 darkness, 10 blight, 7 darkness (34 total damage).
Corrupted broken golem hits pomf pomf stinky for 131 physical, 5 healing, 7 fire, 138 physical (276 total damage) [5 healing].
pomf pomf stinky the level 21 higher corruptor was sliced to death by corrupted broken golem on level 1 of Golem Graveyard.
You have no more lives left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Corrupted broken golem killed pomf pomf stinky!
Saving game...
Talent Rune: Shielding is ready to use.
Talent Virulent Disease is ready to use.
Talent Blood Grasp is ready to use.
Talent Soul Rot is ready to use.
Talent Born into Magic is ready to use.
Saving done.
Personal New Achievement: Utterly Destroyed (Nightmare (Adventure) difficulty)!






















































































