











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! Quick Tour of Maj'Eyal 1.7.2Gives you the Quick Tour version of the Age of Ascendency campaign. Similar to Quickband for Angband. Shortens the Majeyal campaign by turning a lot of 3 level dungeons into 1 level dungeons, and 4 level dungeons into 2 level dungeons. Also gives around 2.5x XP & gold to compensate. Dreadfell goes from 9->5 levels, High Peak from 10->4. Adds 2 swap meet vendors to let you roll for extra level-appropriate items. One in Last Hope (Dala), and one in Gates of the Morning (the NPC that gives the Spider quest, after finishing that quest). Adds tab to the Game Options Menu to customize many options: including xp & gold multiplier, swap meet vendor prices & quality, and which levels to cut out of which zones (in nauseating detail). Character progression is intended to match that of regular play. In normal difficulty, you should reach T2 dungeons around lvl 10, the Master around lvl 30, and High Peak around lvl 50. The mod is still in alpha. Let me know of any bugs or balance issues. ---- New version (0.1.0) adds: Randomized mode: in this mode, the addon randomly adds back some of the missing levels so that every run is different. Select "Maj'Eyal: AoA (Random)" campaign at character creation for this mode. This mode will automatically calculate gold & xp multipliers to try to keep your progression balanced (which you can further tweak in the Game Options). Proportionally increased drops from elites & randbosses. Intended to further match progression of normal play. T1 dungeons can be now ransacked by other adventurers. Every time you enter a T1 dungeon, there's a 50% chance, another T1 dungeon is ransacked by other adventurers. You're not the only one looking to make their way in the world. (This feature is intended to force you to move onto T2 without doing all the T1 dungeons so that your starts aren't always going through the same zones. Note if you don't like this feature, you can turn it off in the Game Options.) Superloads: Overloads: |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Arcane Blade |
| Level / Exp | 42 / 76% |
| Size | medium |
| Lifes / Deaths | Killed by Aerathra the degenerated skeleton warrior at level 13 on the 77th Pyre 122nd year of Ascendancy at 01:37 0 / 9Killed by Xiwyn the sand-drake at level 20 on the 69th Dusk 122nd year of Ascendancy at 18:04 Killed by Lisywen the sandworm at level 24 on the 70th Dusk 122nd year of Ascendancy at 10:44 Killed by treant at level 28 on the 74th Dusk 122nd year of Ascendancy at 09:51 Killed by Lisiralaith the cold drake hatchling at level 37 on the 15th Haze 122nd year of Ascendancy at 19:33 Killed by Xeralema the snow giant at level 37 on the 15th Haze 122nd year of Ascendancy at 22:58 Killed by Protector Myssil at level 40 on the 32nd Haze 122nd year of Ascendancy at 17:48 Killed by dolleg at level 42 on the 34th Haze 122nd year of Ascendancy at 09:35 Killed by Mayunn the skeleton archer at level 42 on the 34th Haze 122nd year of Ascendancy at 16:40 |
Primary Stats
| Strength | 53 (base 22) |
| Dexterity | 90 (base 60) |
| Constitution | 18 (base 10) |
| Magic | 83 (base 60) |
| Willpower | 40 (base 10) |
| Cunning | 72 (base 36) |
Resources
| Life | -289/1127 |
| Mana | 67/536 |
| Stamina | 218/318 |
| Equilibrium | 40 |
| Healing Factor | 1.3611363549266 |
| Regeneration | 15.312783992924 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -9.9920072216264E-13% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 13 |
| Infravision | 8 |
| See Stealth | 69.101109311331 |
| See Invisible | 69.101109311331 |
Offense: Mainhand
| Damage | 103 |
| Accuracy | 75 |
| Crit Chance | 35% |
| APR | 12 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 47 |
| Accuracy | 75 |
| Crit Chance | 37% |
| APR | 15 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 59 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Mind
| Mindpower | 42 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +3% |
| Arcane | +3% |
| Mind | +6% |
| All | 0% |
| Lightning | +18% |
| Light | +15% |
| Physical | +15% |
| Fire | +9% |
| Darkness | +12% |
Offense: Damage Penetration
| Lightning | +17% |
| Light | +32% |
| Blight | +12% |
| Fire | +32% |
| All | +7% |
Defense: Base
| Armour (hardiness) | 31 (60.418071861941%) |
| Defense | 64 |
| Ranged Defense | 64 |
| Fatigue | 0 |
| Physical Save | 32 |
| Spell Save | 36 |
| Mental Save | 45 |
Defense: Resistances
| Blight | + 22%( 70%) |
| Arcane | + 13%( 70%) |
| Mind | + 11%( 70%) |
| All | + 9%( 70%) |
| Lightning | + 20%( 70%) |
| Light | + 11%( 70%) |
| Physical | + 10%( 70%) |
| Fire | + 20%( 70%) |
| Darkness | + 14%( 70%) |
Defense: Immunities
| Pinning Resistance | 31% |
| Disarm Resistance | 68% |
| Bleed Resistance | 80% |
| Confusion Resistance | 27% |
| Silence Resistance | 49% |
| Stun Resistance | 52% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 36% |
Inscriptions (4/4)
| Runes | Effective talent level: 2.5 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 25% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 101 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 Strength stat. |
| Runes | Effective talent level: 2.5 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 515 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Spell / Air | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Spell / Enhancement | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 5/5 |
| Technique / Magical combat | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Spell / Stone | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat techniques | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.20 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Conveyance | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 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 |
You failed to protect the lost sun paladin from death by rattlesnake. Escort: lost sun paladin (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 Wrathroot. * 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 |
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 Shade. | 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. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * You've found the needed bear paw. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed vampire lord fang. * You've found the needed warg claw. * You've found the needed green worm. 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 wretchling eyeball. * '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.' * You've found the needed sandworm tooth. 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 vial of greater demon bile. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' | 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 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 decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
Equipment
| On feet | undeterred pair of hardened leather boots (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Silence immunity: +28% Confusion immunity: +27% Stun/Freeze immunity: +32% A pair of boots made of leather. |
| Light source | Radhastir the NighttyphoonInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+1 eff.) Changes stats: +2 Con / +4 Wil Changes resistances: +6% blight / +6% fire / +6% darkness Changes resistances penetration: +25% fire Changes damage: +12% darkness Critical mult.: +11.00% Life regen: +2.00 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. |
| On head | Glitterblood (5 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +20 (+4 eff.) Armour: +3 Defense: +5 (+1 eff.) Fatigue: +3% Effects on melee hit: * 20% chance to reduce all saves and defense by 27 Changes resistances: +3% mind Changes resistances penetration: +25% light Physical save: +12 (+6 eff.) Maximum stamina: +20.00 A cap made of leather. |
| On hands | Elovea the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Changes stats: +3 Str / +4 Dex / +4 Wil / +2 Cun / +4 Con Talent mastery: +0.20 Technique / Grappling Disarm immunity: +28% Only die when reaching: -80.00 life Maximum hate: +10.00 Mindpower: +10 (+3 eff.) When used to modify unarmed attacks: Power: 125% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Disarm (10% chance level 3). Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Iviganor [power 2] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 38% Changes stats: +3 Str / +2 Mag / +1 Wil / +2 Con It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage by 16% for 2 turns. * Increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Cloudspire the steel ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -6% Effects on melee hit: * 14% chance to reduce all saves and defense by 27 Damage (Melee): 11 physical Effects on ranged hit: * 11% chance to reduce all saves and defense by 27 Damage (Ranged): 12 physical Changes stats: +3 Cun Changes resistances penetration: +10% lightning Changes damage: +18% lightning Maximum encumbrance: +25 Life regen: +9.00 Psi when hit: +0.12 Hate when firing a critical mind attack: +2.00 Maximum life: +50.00 Maximum hate: +5.00 Healing mod.: +11% It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 5.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 325% weapon damage over 7 turns, and all healing will be reduced by 70%. Rings make your fingers look great! |
| On fingers | Eradin the stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +15 (+4 eff.) Armour penetration: +2 Armour: +14 Damage when hit (Melee): 10 blight Changes stats: +4 Str Changes resistances: +12% lightning Critical mult.: +15.00% Disarm immunity: +39% Pinning immunity: +31% Stun/Freeze immunity: +20% Knockback immunity: +36% Maximum life: +44.00 Rings make your fingers look great! |
| Around neck | HellssinInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +6 Dex / +9 Wil / +5 Cun Changes damage: +6% mind / +9% fire Cut immunity: +60% Light radius: +2 Infravision radius: +3 Healing mod.: +18% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.5 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 299 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
| In main hand | Ivama the ash starstaff (111% power, 3 apr, physical element)Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +7 (+2 eff.) Physical crit. chance: +6.0% Physical power: +7 (+2 eff.) Damage when hit (Melee): 6 arcane / 4 blight Changes resistances: +5% arcane / +3% blight Changes damage: +3% blight / +15% physical / +3% arcane Talent granted: +1 Command Staff Physical save: +8 (+4 eff.) Spell save: +9 (+4 eff.) Mental save: +7 (+2 eff.) Mana each turn: +0.19 Maximum mana: +40.00 Spellpower: +12 (+3 eff.) Spell crit. chance: +10% Staves designed for wielders of magic, by the greats of the art. |
| Around waist | hardened leather belt 'Issodig'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +15 (+4 eff.) Changes resistances: +1% physical Reduces incoming crit damage: 10.00% Mental save: +9 (+3 eff.) Cut immunity: +20% Silence immunity: +20% Maximum life: +53.00 A belt that goes around your waist. |
| In off hand | steel dagger 'Glacierscar' (103% power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 103% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Curse of Impotence (20% chance level 2). Damage (Melee): +25 cold When wielded/worn: Accuracy: +11 (+3 eff.) Armour penetration: +7 Changes stats: +2 Mag Changes resistances penetration: +7% all Light radius: +3 Sharp, short and deadly. |
| Cloak | Glitterreaper the linen cloak (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Str / +2 Dex / +4 Wil / +5 Cun Changes resistances: +6% blight / +6% fire Changes damage: +15% light Mental save: +7 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Glareriver (14 def, 9 armour)Requires: - Strength 14 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+2 eff.) Armour: +9 Defense: +14 (+3 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Dex / +5 Mag / +8 Wil / +7 Cun Changes resistances: +3% light Changes resistances penetration: +5% blight Critical mult.: +12.00% Mental save: +13 (+4 eff.) Mana each turn: +0.04 Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +37.00 Light radius: +2 A suit of armour made of leather. |
Inventory
Rune of Dissipation ( )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: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. 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. |
Armorand the SunwireInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour penetration: +1 Physical power: +10 (+2 eff.) Changes stats: +8 Con Changes resistances: +3% light Critical mult.: +20.00% Only die when reaching: -80.00 life Maximum stamina: +20.00 Amulets make your neck look great! |
steel amulet 'Galeenvy'Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 2 mind / 2 lightning Changes stats: +7 Cun Changes resistances: +6% lightning / +9% mind Talent masteries: +0.17 Spell / Conveyance +0.17 Technique / Combat training Amulets make your neck look great! |
HazevortexCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +6 Str / +3 Dex / +8 Con Changes resistances: +6% cold / +2% physical Changes resistances penetration: +10% cold Physical save: +8 (+4 eff.) Spell save: +23 (+9 eff.) Mental save: +8 (+2 eff.) Maximum stamina: +20.00 Rings make your fingers look great! |
rough leather belt 'Cyrutha'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Defense: +5 (+1 eff.) Changes stats: +1 Con Reduces incoming crit damage: 10.00% Spell save: +11 (+5 eff.) Blindness immunity: +20% Knockback immunity: +10% Size category: +1 A belt that goes around your waist. |
murderer's linen cloak of the Shaloren (1 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +4 Defense: +1 (+0 eff.) Changes stats: +1 Dex / +2 Mag / +2 Wil / +2 Cun A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
regal linen cloak of the Shaloren (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Mag / +3 Wil Mental save: +5 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Gloomwill (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Dex / +8 Cun / +5 Con Changes resistances: +18% darkness Changes damage: +3% lightning Reduces incoming crit damage: 10.00% Infravision radius: +1 It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 2.5 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 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 156% 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. A pair of boots made of leather. |
miner's pair of rough leather boots of speed (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Infravision radius: +1 Movement speed: +25% A pair of boots made of leather. |
traveler's pair of iron boots of speed (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -2% Maximum encumbrance: +20 Physical save: +5 (+2 eff.) Movement speed: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
steady rough leather gloves of strength (+2) (0 def, 1 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Physical power: +5 (+1 eff.) Armour: +1 Changes stats: +2 Str Physical save: +5 (+2 eff.) Mental save: +5 (+1 eff.) Disarm immunity: +23% When used to modify unarmed attacks: Power: 100% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +6 Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Perfect Control (10% chance level 1). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Nerarera the rough leather cap (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str / +2 Mag Changes resistances penetration: +15% arcane Mana each turn: +0.28 Spellpower: +10 (+3 eff.) A cap made of leather. |
agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
235 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
It Which WrithesPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con Fully Charged! Activating this item is instant. It can be used to reduce the duration of all detrimental effects Activation costs 10 power out of 10/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
focusing elven-wood totem of healing [power 380] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to heal yourself and all friendly characters within 10 spaces for 380 Activation puts all charms on cooldown for 15 turns. When used: * Reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
5 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Anti-Antimagic! (Insane (Adventure) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Ierandil the Cornac Arcane Blade level 40
32nd Haze 122nd year of Ascendancy at 20:23 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Ierandil the Cornac Arcane Blade level 32
76th Dusk 122nd year of Ascendancy at 22:06 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Ierandil the Cornac Arcane Blade level 40
19th Haze 122nd year of Ascendancy at 11:29 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Ierandil the Cornac Arcane Blade level 10
75th Pyre 122nd year of Ascendancy at 17:46 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Ierandil the Cornac Arcane Blade level 20
69th Dusk 122nd year of Ascendancy at 13:20 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Ierandil the Cornac Arcane Blade level 30
75th Dusk 122nd year of Ascendancy at 22:16 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Ierandil the Cornac Arcane Blade level 40
16th Haze 122nd year of Ascendancy at 14:56 see stats
Savior of the damsels in distress (Insane (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Ierandil the Cornac Arcane Blade level 37
7th Haze 122nd year of Ascendancy at 05:21 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Ierandil the Cornac Arcane Blade level 13
76th Pyre 122nd year of Ascendancy at 10:38 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Ierandil the Cornac Arcane Blade level 13
1st Summertide 122nd year of Ascendancy at 03:14 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Ierandil the Cornac Arcane Blade level 22
70th Dusk 122nd year of Ascendancy at 07:16 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Ierandil the Cornac Arcane Blade level 22
70th Dusk 122nd year of Ascendancy at 07:16 see stats
Unstoppable (Insane (Adventure) difficulty)
Returned from the dead.By Ierandil the Cornac Arcane Blade level 42
34th Haze 122nd year of Ascendancy at 09:36 see stats
Log
The shield around Ierandil crumbles.
Ierandil reflects damage back to Mayunn the skeleton archer!
Mayunn the skeleton archer's Bash and Smash hits Ierandil for (443 absorbed), 115 physical, 28 physical (143 total damage).
Ierandil hits Mayunn the skeleton archer for (95 absorbed), 443 reflected (444 total damage).
Ierandil fails to use Dual Strike.
Ghoulking performs a diseased attack against Ierandil.
Ghoulking misses Ierandil.
Armoured skeleton warrior uses Shield Pummel.
Ierandil resists the shield bash!
Ierandil shrugs off the effect 'Brittle Bones'!
Ierandil shrugs off the effect 'Brittle Bones'!
Armoured skeleton warrior hits Ierandil for 104 physical, 153 physical (258 total damage).
Melee retaliation hits Armoured skeleton warrior for (10 absorbed), 0 blight, (4 absorbed), 0 arcane, (10 absorbed), 0 blight, (4 absorbed), 0 arcane (0 total damage).
Ghoulking receives 101 healing from Ghoulking's purging blight area effect.
Mayunn the skeleton archer receives 75 healing from Ghoulking's purging blight area effect.
Islutira the lesser vampire receives 71 healing from Ghoulking's purging blight area effect.
Ghoulking's purging blight area effect hits Ierandil for 35 blight damage.
Armoured skeleton warrior receives 71 healing from Ghoulking's purging blight area effect.
Armoured skeleton warrior receives 71 healing from Ghoulking's purging blight area effect.
Islutira the lesser vampire's putrescent liquefaction area effect hits Ierandil for 65 cold, 81 darkness (147 total damage).
Mayunn the skeleton archer uses Kneecapper.
Islutira the lesser vampire casts Invoke Darkness.
Mayunn the skeleton archer's Kneecapper performs a ranged critical strike against Ierandil!
Poison bursts out of Ierandil's corpse!
Ierandil resists being knocked down.
Islutira the lesser vampire hits Ierandil for 396 darkness damage.
Mayunn the skeleton archer's Kneecapper hits Ierandil for 437 physical damage.
Ierandil the level 42 cornac arcane blade was decapitated to death by Mayunn the skeleton archer on level 9 of Dreadfell.
The furious lightning storm around Ierandil calms down and disappears.

































































































