












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| 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 1.7.0Donators/Buyers bonus! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Possessor Bonus Class 1.7.4Donators/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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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 | Insane Adventure |
| Sex | Female |
| Race | Ogre |
| Class | Skirmisher |
| Level / Exp | 30 / 52% |
| Size | big |
| Lifes / Deaths | Killed by Urkis, the High Tempest at level 30 on the 17th Pyre 123rd year of Ascendancy at 12:33 5 / 2Killed by stinkynees at level 30 on the 17th Pyre 123rd year of Ascendancy at 13:46 |
Primary Stats
| Strength | 13 (base 10) |
| Dexterity | 82 (base 60) |
| Constitution | 17 (base 10) |
| Magic | 13 (base 11) |
| Willpower | 17 (base 11) |
| Cunning | 92 (base 60) |
Resources
| Life | 805/805 |
| Mana | 309/309 |
| Stamina | 204/204 |
| Healing Factor | 1.292941519274 |
| Regeneration | 5.4950014569145 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 48.121379661325 |
| See Invisible | 54.121379661325 |
Offense: Mainhand
| Damage | 112 |
| Accuracy | 57 |
| Crit Chance | 45% |
| APR | 15 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Mind
| Mindpower | 34 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Damage Bonus
| Temporal | +5% |
| All | 0% |
| Physical | +33% |
| Cold | +16% |
| Nature | +9% |
Offense: Damage Penetration
| Physical | +15% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 25 (48.594633868923%) |
| Defense | 58 |
| Ranged Defense | 58 |
| Fatigue | 4.9238052216851 |
| Physical Save | 24 |
| Spell Save | 21 |
| Mental Save | 40 |
Defense: Resistances
| Acid | + 20%( 70%) |
| Lightning | + 21%( 70%) |
| Temporal | + 17%( 70%) |
| Cold | + 30%( 70%) |
| Physical | + 45%( 70%) |
| Fire | + 13%( 70%) |
| All | + 13%( 70%) |
Defense: Immunities
| Disarm Resistance | 26% |
| Bleed Resistance | 40% |
| Confusion Resistance | 28% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Silence Resistance | 24% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 390 damage for 5 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 57 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 Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 7 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 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 23%, your defense is increased by 23 and all your resistances by 23%. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 804% 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 Cunning stat. |
Class Talents
| Cunning / Poisons | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 5/5 |
| 3/5 |
| 4/5 |
| Cunning / Called Shots | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Technique / Buckler Training | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 4/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 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 |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You failed to protect the injured seer from death by Emugamira the ice wyrm. Escort: injured seer (level 1 of Daikara) | failed |
You failed to protect the injured seer from death by large white snake. Escort: injured seer (level 2 of Old Forest) | failed |
You successfully escorted the injured seer to the recall portal on level 3 of Scintillating Caves. Escort: injured seer (level 3 of Scintillating Caves)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Scintillating Caves. Escort: lone alchemist (level 2 of Scintillating Caves)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost defiler from death by shadow. Escort: lost defiler (level 1 of Old Forest) | failed |
You failed to protect the repented thief from death by forest wight. Escort: repented thief (level 1 of Dreadfell) | failed |
You failed to protect the repented thief from death by Mayomina the giant lightning ant. Escort: repented thief (level 4 of Old Forest) | failed |
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 Horned Horror. * 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 |
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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 173. | 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 precision. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed wretchling eyeball. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed orc heart. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed chunk of ghoul flesh. 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 minotaur nose. * You've found the needed vial of wight ectoplasm. * You've found the needed giant spider spinneret. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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! | 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 within3 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 | undeterred pair of dwarven-steel boots of disengagement (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Cun / +4 Dex Silence immunity: +24% Confusion immunity: +28% Stun/Freeze immunity: +25% It can be used to activate talent Disengage, placing all other charms into a 13 cooldown : Effective talent level: 1.3 Power cost: 13 out of 15/15. 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 106% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Wind Worn Shot (25/25, 39-47 power, 15 apr)Requires: - Dexterity 28 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 39.0 - 46.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Capacity: 25 When this weapon hits: Tornado (10% chance level 2). On weapon hit: * 35% chance for lightning to arc to a second target Travel speed: +100% These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
| Light source | brass lantern 'Amisin'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Con Critical mult.: +5.00% Maximum life: +45.00 Light radius: +6 See invisible: +6 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 | clarifying cashmere wizard hat of the mountain (+13%) (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Cun Changes resistances: +13% physical Changes damage: +13% physical Mental save: +7 (+3 eff.) A pointy cloth hat, very wizardly... |
| On hands | Barkrock the hardened leather gloves (0 def, 6 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +6 Effects on melee hit: * 20% chance to reduce damage dealt by 19% Damage (Melee): 5 temporal Damage (Ranged): 11 temporal Changes stats: +3 Con Changes resistances: +5% temporal Changes resistances penetration: +5% nature Changes damage: +9% nature / +5% temporal Physical save: +15 (+8 eff.) Spell save: +6 (+3 eff.) Mental save: +10 (+4 eff.) Disarm immunity: +26% Maximum life: +49.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | Durafast the steel ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 17% Changes resistances: +9% acid / +11% physical / +20% cold Changes damage: +11% physical / +10% cold Stun/Freeze immunity: +23% Life regen: +2.00 Rings make your fingers look great! |
| On fingers | stralite quartz ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 13% chance to reduce all saves and defense by 23 Damage (Melee): 13 physical Effects on ranged hit: * 14% chance to reduce all saves and defense by 23 Damage (Ranged): 21 physical Changes stats: +5 Cun Stun/Freeze immunity: +30% Hate when firing a critical mind attack: +2.00 Maximum hate: +9.00 It can be used to activate talent Bleeding Edge, 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: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
| Around neck | grounding steel amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% lightning Cut immunity: +40% Stun/Freeze immunity: +26% Healing mod.: +12% It can be used to activate talent Heal, placing all other charms into a 29 cooldown : Effective talent level: 3.0 Power cost: 29 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 243 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
| In main hand | Buruilar the TundrawolfRequires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 When wielded/worn: Changes stats: +12 Cun Changes resistances penetration: +5% physical Changes damage: +6% cold Critical mult.: +20.00% Maximum hate: +4.00 Slings are used to hurl stones or metal shots at your foes. |
| Around waist | noble's rough leather belt of valianceCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Cun / +5 Wil Damage against: +15% Summoned Reduced damage from: +15% Summoned Mental save: +6 (+2 eff.) Maximum life: +44.00 A belt that goes around your waist. |
| In off hand | windwalling steel shield of shrapnel (0 def, 4 armour, 11-13 power, 36.5 block)Requires: - Shield usage training - Cunning 16 Crafted by a master Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 11.0 - 13.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +36 Damage (Melee): +16 physical When wielded/worn: Armour: +4 Fatigue: +8% On shield block: * Cause enemies within radius 6 to bleed for 123 physical damage over 5 turns (1/turn) Changes stats: +3 Wil Changes resistances: +12% physical Talent granted: +1 Block Slows Projectiles: +12% Bonus block near projectiles: +47 Handheld deflection devices. |
| Cloak | Durizor (2 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Armour: +6 Defense: +2 (+1 eff.) Changes stats: +3 Cun / +9 Dex Changes damage: +9% physical A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Yvuvena the rough leather armour (3 def, 2 armour)Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% Changes stats: +1 Con Changes resistances: +1% physical Changes resistances penetration: +10% physical Physical save: +3 (+2 eff.) Life regen: +2.00 Only die when reaching: -60.00 life Maximum life: +24.00 Healing mod.: +11% A suit of armour made of leather. |
Inventory
healing infusion of the duelist (heal 230; cd 13)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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 230 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity 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. |
heroism infusion of the duelist (die at -501; dur 7; cd 32)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: 32 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 7 turns. While Heroism is active, you will only die when reaching -501 life. The duration and life will increase by 1% for every 1% life you have lost (currently 501 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity 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. |
movement infusion of the wizard (speed 520%; 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 increase movement speed by 520% 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 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. Press to compare to your current inscriptions |
regeneration infusion of the sneak (heal 427; 15 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: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 427 life over 5 turns. Its effects scale with your Cunning 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 18%; mental, physical; dur 4; cd 12)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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 18% for 4 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. |
wild infusion of the wizard (res 18%; magical, physical; dur 4; cd 12)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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 18% for 4 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. |
shatter afflictions rune of the titan (absorb 64; cd 15)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: 15 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 64 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. 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. Press to compare to your current inscriptions |
shielding rune of the titan (absorb 382; dur 6; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 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 382 damage for 6 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. Press to compare to your current inscriptions |
Goreruibers the Cleanseschism =6con=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +6 (+2 eff.) Changes stats: +4 Wil / +6 Con / +6 Lck Changes resistances penetration: +5% nature Reduce all damage from unseen attackers: 11% Amulets make your neck look great! |
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... |
The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Thundersting the steel ring =2con=Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +5 Wil / +5 Cun / +2 Con Changes resistances: +28% lightning Changes damage: +11% lightning Spell save: +11 (+5 eff.) Maximum stamina: +10.00 Mindpower: +6 (+3 eff.) Rings make your fingers look great! |
Wheel of Fate =8con=Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +12 (+6 eff.) Armour: +10 Changes stats: +12 Str / +2 Dex / +8 Con Changes damage: +27% fire Mental save: +9 (+3 eff.) Confusion immunity: +36% It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Tundragrinder the hardened leather sling =8con=Requires: - Dexterity 24 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 3 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +9 Damage (Ranged): +8 acid Damage (radius 1) on hit: +4 acid Damage (radius 2) on crit: +46 fire When wielded/worn: Damage when hit (Melee): 2 acid Changes stats: +3 Dex / +8 Wil / +8 Con Changes resistances: +6% cold Changes resistances penetration: +13% fire Changes damage: +12% acid Maximum life: +37.00 Global speed: +4% Slings are used to hurl stones or metal shots at your foes. |
Titanic (20 def, 18 armour, 48-58 power, 320 block)Requires: - Shield usage training - Cunning 37 Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 48.0 - 57.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +320 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 (+6 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +30% Talent granted: +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
noble's rough leather belt of unlifePowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Cun / +3 Wil Changes resistances: +5% blight Damage against: +15% Summoned Reduced damage from: +15% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Frost Treads (1 def, 4 armour) =4con=Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 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. |
Storm Bringer's Gauntlets (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +5 Changes stats: +6 Mag Changes resistances: +15% lightning Changes damage: +15% lightning Critical mult.: +20.00% Spellpower: +12 (+9 eff.) Spell crit. chance: +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Talent level: +1 to all lightning damage spells. Talent on hit(spell): Lightning (10% chance level 1). This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
cashmere wizard hat 'Samyhir' (2 def, 4 armour) =11con=Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +15 (+4 eff.) Armour: +4 Defense: +2 (+1 eff.) Changes stats: +5 Mag / +2 Wil / +11 Con Changes resistances: +2% physical Changes damage: +12% arcane Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 9 cooldown : Effective talent level: 5.0 Power cost: 9 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Crown of Burning Pain (13 def, 0 armour)Requires: - Cunning 25 Powered by arcane forces 4.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +13 (+4 eff.) Fatigue: +4% Changes stats: +6 Cun / +6 Wil Changes resistances: +35% fire Changes damage: +35% fire It can be used to activate talent Meteor Rain (costing 21 power out of 50/50) : Effective talent level: 2.0 Power cost: 21 out of 50/50. Range: 5 Travel Speed: instantaneous Is: a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 23.63 fire and 31.43 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 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.(64 power, based on Willpower) Activation costs 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Xeryta the brass lantern =5con=Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Str / +3 Dex / +1 Wil / +5 Con Light radius: +6 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. |
Chalyneg the iron pickaxe (dig speed 29 turns) =7con=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +4 Str / +7 Con Changes resistances: +3% physical Changes damage: +6% physical Only die when reaching: -80.00 life Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Ravenborn (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Effects on melee hit: * 20% chance to reduce damage dealt by 19% * 10% chance to reduce armor by 17% Damage when hit (Melee): 6 mind Changes stats: +3 Str Changes resistances penetration: +20% darkness Changes damage: +3% mind When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 22 cooldown : Effective talent level: 3.0 Power cost: 22 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +73 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
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 166 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. |
Achievements
A View From The Gallery (Insane (Adventure) difficulty)
Briefly lived as a lowly halfling during the time of the Sher'tuls.By stinkynees the Ogre Skirmisher level 28
57th Regrowth 123rd year of Ascendancy at 17:43 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By stinkynees the Ogre Skirmisher level 27
47th Regrowth 123rd year of Ascendancy at 17:02 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By stinkynees the Ogre Skirmisher level 22
8th Decay 122nd year of Ascendancy at 17:50 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By stinkynees the Ogre Skirmisher level 10
56th Dusk 122nd year of Ascendancy at 21:31 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By stinkynees the Ogre Skirmisher level 23
9th Decay 122nd year of Ascendancy at 09:43 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By stinkynees the Ogre Skirmisher level 27
47th Regrowth 123rd year of Ascendancy at 17:28 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By stinkynees the Ogre Skirmisher level 10
41st Dusk 122nd year of Ascendancy at 10:15 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By stinkynees the Ogre Skirmisher level 20
32nd Haze 122nd year of Ascendancy at 10:17 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By stinkynees the Ogre Skirmisher level 30
79th Regrowth 123rd year of Ascendancy at 20:21 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By stinkynees the Ogre Skirmisher level 19
12nd Haze 122nd year of Ascendancy at 20:43 see stats
Shasshhiy'Kaish (Insane (Adventure) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By stinkynees the Ogre Skirmisher level 25
14th Regrowth 123rd year of Ascendancy at 22:47 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By stinkynees the Ogre Skirmisher level 27
43rd Regrowth 123rd year of Ascendancy at 08:15 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By stinkynees the Ogre Skirmisher level 24
6th Allure 123rd year of Ascendancy at 13:45 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By stinkynees the Ogre Skirmisher level 26
15th Regrowth 123rd year of Ascendancy at 16:18 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By stinkynees the Ogre Skirmisher level 10
48th Dusk 122nd year of Ascendancy at 01:52 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By stinkynees the Ogre Skirmisher level 27
47th Regrowth 123rd year of Ascendancy at 17:02 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By stinkynees the Ogre Skirmisher level 10
45th Dusk 122nd year of Ascendancy at 23:47 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By stinkynees the Ogre Skirmisher level 24
1st Wintertide 123rd year of Ascendancy at 02:02 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By stinkynees the Ogre Skirmisher level 16
2nd Haze 122nd year of Ascendancy at 13:04 see stats
Utterly Destroyed (Insane (Adventure) difficulty)
Died on the Eidolon Plane.By stinkynees the Ogre Skirmisher level 30
17th Pyre 123rd year of Ascendancy at 13:46 see stats
Log
Talent Kneecapper is ready to use.
Thunderstorm hits stinkynees for (25 flat reduction), (26 absorbed), 0 lightning (0 total damage).
Urkis, the High Tempest casts Lightning.
stinkynees reacts to damage from Urkis, the High Tempest, mitigating the blow!.
Your shield crumbles under the damage!
The shield around stinkynees crumbles.
Urkis, the High Tempest hits stinkynees for (25 flat reduction), (75 reacted , -5 stam), (87 absorbed), 65 lightning (65 total damage).
stinkynees the level 30 ogre skirmisher was amped to death by Urkis, the High Tempest and used in mad electrical reanimation experiments on level 2 of Tempest Peak.
You have 5 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Urkis, the High Tempest killed stinkynees!
Saving game...
Resting starts...
Talent Track is ready to use.
Talent Trained Reactions is ready to use.
Talent Apply Poison is ready to use.
Talent Rune: Shatter Afflictions is ready to use.
Talent Pace Yourself is ready to use.
Talent Counter Shot is ready to use.
Talent Numbing Poison is ready to use.
Talent Crippling Poison is ready to use.
Talent Rune: Blink is ready to use.
Talent Premonition is ready to use.
Talent Ogric Wrath is ready to use.
Rested for 41 turns (stop reason: all resources and life at maximum).
Saving done.
Personal New Achievement: Utterly Destroyed (Insane (Adventure) difficulty)!













































































