












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Exploration |
| Sex | Male |
| Race | Halfling |
| Class | Skirmisher |
| Level / Exp | 26 / 2% |
| Size | small |
| Lifes / Deaths | Killed by Adulle the skeleton master archer at level 13 on the 28th Dusk 122nd year of Ascendancy at 07:17 / 24Killed by Adulle the skeleton master archer at level 13 on the 28th Dusk 122nd year of Ascendancy at 10:06 Killed by snow giant boulder thrower at level 16 on the 59th Haze 122nd year of Ascendancy at 18:51 Killed by Burb the snow giant champion at level 16 on the 59th Haze 122nd year of Ascendancy at 19:59 Killed by Chronolith Twin at level 18 on the 63rd Haze 122nd year of Ascendancy at 00:07 Killed by Chronolith Twin at level 18 on the 63rd Haze 122nd year of Ascendancy at 10:51 Killed by Samwise at level 18 on the 63rd Haze 122nd year of Ascendancy at 13:37 Killed by ritch flamespitter at level 23 on the 4th Allure 123rd year of Ascendancy at 20:19 Killed by Poltergeist Eye of Winter at level 24 on the 7th Regrowth 123rd year of Ascendancy at 02:53 Killed by saw horror at level 25 on the 7th Regrowth 123rd year of Ascendancy at 22:58 Killed by Moving magewarrior's short yew magestaff of greater warding at level 25 on the 8th Regrowth 123rd year of Ascendancy at 06:13 Killed by Animated yew starstaff of breaching at level 25 on the 8th Regrowth 123rd year of Ascendancy at 09:46 Killed by Poltergeist Bloomsoul at level 25 on the 8th Regrowth 123rd year of Ascendancy at 18:49 Killed by Poltergeist Bloomsoul at level 25 on the 8th Regrowth 123rd year of Ascendancy at 22:07 Killed by Poltergeist Bloomsoul at level 25 on the 9th Regrowth 123rd year of Ascendancy at 03:50 Killed by Poltergeist Bloomsoul at level 25 on the 9th Regrowth 123rd year of Ascendancy at 05:32 Killed by elven blood mage at level 25 on the 15th Regrowth 123rd year of Ascendancy at 11:47 Killed by elven blood mage at level 25 on the 15th Regrowth 123rd year of Ascendancy at 12:31 Killed by elven corruptor at level 25 on the 15th Regrowth 123rd year of Ascendancy at 18:47 Killed by elven blood mage at level 25 on the 15th Regrowth 123rd year of Ascendancy at 19:24 Killed by elven corruptor at level 25 on the 15th Regrowth 123rd year of Ascendancy at 19:54 Killed by elven corruptor at level 25 on the 15th Regrowth 123rd year of Ascendancy at 20:46 Killed by elven cultist at level 26 on the 16th Regrowth 123rd year of Ascendancy at 08:01 Killed by elven corruptor at level 26 on the 16th Regrowth 123rd year of Ascendancy at 08:51 |
Primary Stats
| Strength | 17 (base 15) |
| Dexterity | 39.536047000074 (base 49) |
| Constitution | 28 (base 24) |
| Magic | 10 (base 10) |
| Willpower | 15 (base 11) |
| Cunning | 51 (base 41) |
Resources
| Life | -149/628 |
| Stamina | 165/192 |
| Healing Factor | 1.1856298990388 |
| Regeneration | 88.03198988699 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +62.170502562909% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 40.283487850248 |
| See Invisible | 40.283487850248 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 59 |
| Accuracy | 57 |
| Crit Chance | 35% |
| APR | 16 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 6.6666666666667 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +18% |
| Mind | +48% |
| Fire | +9% |
| All | 0% |
Offense: Damage Penetration
| Cold | +20% |
Defense: Base
| Armour (hardiness) | 29.764593763945 (90.888266585006%) |
| Defense | 65 |
| Ranged Defense | 65 |
| Fatigue | 0 |
| Physical Save | 25 |
| Spell Save | 32 |
| Mental Save | 34 |
Defense: Resistances
| Acid | + 6%( 70%) |
| Blight | -7%( 70%) |
| Cold | + 18%( 70%) |
| All | -13%( 70%) |
| Lightning | + 8%( 70%) |
| Light | -10%( 70%) |
| Temporal | -6%( 70%) |
| Fire | + 8%( 70%) |
| Mind | -6%( 70%) |
Defense: Immunities
| Stun Resistance | 40% |
| Bleed Resistance | 10% |
| Pinning Resistance | 51% |
| Disarm Resistance | 45% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 22% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 264 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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 effect and reduce all damage taken by 25% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
| 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 639% 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 Dexterity stat. |
Class Talents
| Cunning / Trapping | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Called Shots | 1.30 |
| 2/5 |
| 4/5 |
| 2/5 |
| 5/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Tireless Combatant | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Technique / Buckler Training | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.50 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.30 |
| 2/5 |
| 3/5 |
| 3/5 |
| 2/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Pace Yourself |
| beneficial effect | Increases physical power, physical save, spellpower, spell save, mindpower, and mental save by 10. Militant Mind |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| detrimental effect | The target is infected by a disease, reducing its dexterity by 16 and doing 28.62 blight damage per turn. Decrepitude Disease |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| detrimental effect | Reduces global action speed by 53%. Slow |
| beneficial effect | A flow of life spins around the target, regenerating 52.88 life per turn. Regeneration |
| beneficial effect | The target has 50% chance to evade melee and ranged attacks and gains 30 defense. Evasion |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved mental save by +12. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved spell save by +12. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Old Forest. Escort: lost tinker (level 3 of Old Forest)As a reward you improved talent Endless Endurance (+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 Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Misdirection (+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. | active |
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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 42. | 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. | 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.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' 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 warg claw. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed honey tree root. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | 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 within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
Equipment
| On feet | Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 46% (based on Cunning) Activation costs 40 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
| Quiver | psychokinetic pouch of iron shots of crippling (20/21, 16-19 power, 1 apr)Requires: - Dexterity 11 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 15.5 - 18.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +10.0% Capacity: 21 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 119 physical damage On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Ranged): +8 physical Shots are used with slings to pummel your foes to death. |
| Light source | bright brass lantern of the zealotInfused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% all Spell save: +5 (+3 eff.) 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 | hardened leather cap 'Aerozor' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +2 Str / +2 Con Changes resistances: +6% mind Cut immunity: +10% It can be used to activate talent Skullcracker, placing all other charms into a 16 cooldown : Effective talent level: 3.0 Power cost: 16 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 44.1 Physical damage. If the attack hits, the target is confused (37% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
| On hands | polar hardened leather gloves of butchering (0 def, 2 armour)Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +5 Physical power: +6 (+2 eff.) Armour: +2 Damage (Melee): 7 cold Changes resistances: +5% blight / +6% cold Changes damage: +3% cold Spell save: +9 (+5 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Lisetira the Brightclash [power 176] (12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +1 Str / +3 Wil / +1 Con Changes resistances: +9% lightning / +3% fire Changes damage: +9% fire It can be used to sting an enemy dealing 176 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 12 turns. When used: * Gain a 15% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | EilinikiraCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +1 Wil Reduces incoming crit damage: 5.00% Mental save: +3 (+1 eff.) Disarm immunity: +45% Pinning immunity: +24% Knockback immunity: +22% Only die when reaching: -40.00 life Maximum life: +21.00 Rings make your fingers look great! |
| On fingers | Ce'Nureda the BlizzardquakeCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +6% cold Changes damage: +18% mind Stun/Freeze immunity: +20% Life regen: +2.00 Mental crit. chance: +1% Rings make your fingers look great! |
| Around neck | grounding copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% lightning Stun/Freeze immunity: +20% Amulets make your neck look great! |
| In main hand | Eluda the hardened leather slingRequires: - 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%) Crit. chance: +3.0% Attack speed: 100% Firing range: +8 When wielded/worn: Accuracy: +5 (+2 eff.) Physical power: +8 (+3 eff.) Changes stats: +2 Str Changes resistances: +6% temporal Critical mult.: +10.00% Stamina each turn: +1.00 Maximum stamina: +20.00 Slings are used to hurl stones or metal shots at your foes. |
| Around waist | Islirimira the TundratitanCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +11.0% Damage when hit (Melee): 4 mind / 4 light Changes stats: +4 Cun / +4 Dex Changes resistances: +3% light Changes resistances penetration: +10% cold Changes damage: +6% mind / +15% cold Mental crit. chance: +9% A belt that goes around your waist. |
| In off hand | Coral Spray (8 def, 8 armour, 18-25 power, 48 block)Requires: - Shield usage training - Cunning 16 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 18.0 - 25.2 Uses stat: 140% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+2 eff.) Fatigue: +12% On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. Changes resistances: +10% fire / +15% cold Talent granted: +1 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
| Cloak | Frozenstreak the cashmere cloak (10 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+2 eff.) Effects on melee hit: * 20% chance to reduce armor by 12% Changes resistances penetration: +10% cold Changes damage: +24% mind Physical save: +5 (+3 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 | Tulelathaneg the Brightenvy (6 def, 4 armour)Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour penetration: +3 Armour: +4 Defense: +6 (+1 eff.) Fatigue: +7% Changes resistances: +17% acid / +6% fire Pinning immunity: +10% Only die when reaching: -60.00 life A suit of armour made of leather. |
Inventory
regeneration infusion (heal 226; 12 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 226 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of the Rift (210.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 210.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
cleansing gold amulet of healingInfused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +13% nature / +14% blight Poison immunity: +20% Disease immunity: +22% Cut immunity: +40% Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 28 cooldown : Effective talent level: 1.0 Power cost: 28 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 154 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
AeryhellInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +3% acid / +24% nature / +6% mind Changes resistances penetration: +5% acid Changes damage: +12% nature / +6% arcane Rings make your fingers look great! |
scouring hardened leather gloves of butchering (0 def, 2 armour)Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +7 Physical power: +4 (+2 eff.) Armour: +2 Effects when hit in melee: * 19 arcane resource burn Changes resistances: +7% blight Spell save: +22 (+10 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Eel-skin armour (16 def, 0 armour)Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Defense: +16 (+4 eff.) Fatigue: +2% Changes stats: +3 Cun / +2 Dex Changes resistances: +15% lightning Poison immunity: +50% Pinning immunity: +50% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 20 power out of 50/50) : Effective talent level: 2.0 Power cost: 20 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 39.09 to 117.26 lightning damage (78.17 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
2 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. |
49 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
4 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. |
7 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 (+3 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 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. |
4 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 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapper's iron pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Cun / +1 Str Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 64 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 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 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 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. |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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 162 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. |
Honeywood ChaliceInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+5 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
6 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. |
quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A different point of view (Exploration mode)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Samwise the Halfling Skirmisher level 20
75th Haze 122nd year of Ascendancy at 16:46 see stats
Bringer of Doom (Exploration mode)
Killed a Bringer of Doom.By Samwise the Halfling Skirmisher level 13
27th Dusk 122nd year of Ascendancy at 08:01 see stats
Curse Lifter (Exploration mode)
Killed Ben Cruthdar the Cursed.By Samwise the Halfling Skirmisher level 15
51st Dusk 122nd year of Ascendancy at 07:19 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By Samwise the Halfling Skirmisher level 20
75th Haze 122nd year of Ascendancy at 00:28 see stats
Fool of a Took! (Exploration mode)
Killed oneself as a halfling.By Samwise the Halfling Skirmisher level 18
63rd Haze 122nd year of Ascendancy at 13:37 see stats
Got eggs? (Exploration mode)
Finish the Pikataclysm event.By Samwise the Halfling Skirmisher level 23
4th Allure 123rd year of Ascendancy at 21:19 see stats
Home sweet home (Exploration mode)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Samwise the Halfling Skirmisher level 20
75th Haze 122nd year of Ascendancy at 16:08 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Samwise the Halfling Skirmisher level 10
10th Mirth 122nd year of Ascendancy at 08:05 see stats
Level 20 (Exploration mode)
Got a character to level 20.By Samwise the Halfling Skirmisher level 20
73rd Haze 122nd year of Ascendancy at 22:03 see stats
Myths of an age past (Exploration mode)
Learned all there is to learn about the Gods and the Godslayers.By Samwise the Halfling Skirmisher level 20
75th Haze 122nd year of Ascendancy at 16:46 see stats
Tales of the Spellblaze (Exploration mode)
Learned the eight chapters of the Spellblaze Chronicles.By Samwise the Halfling Skirmisher level 20
75th Haze 122nd year of Ascendancy at 16:46 see stats
That was close (Exploration mode)
Killed your target while having only 1 life left.By Samwise the Halfling Skirmisher level 25
15th Regrowth 123rd year of Ascendancy at 19:24 see stats
The Arena (Exploration mode)
Unlocked Arena mode.By Samwise the Halfling Skirmisher level 5
78th Pyre 122nd year of Ascendancy at 05:38 see stats
The Legend of Garkul (Exploration mode)
Learned the five chapters of the Legend of Garkul.By Samwise the Halfling Skirmisher level 20
75th Haze 122nd year of Ascendancy at 16:46 see stats
The Right thing to do (Exploration mode)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Samwise the Halfling Skirmisher level 15
30th Haze 122nd year of Ascendancy at 03:38 see stats
Thralless (Exploration mode)
Freed at least 30 enthralled slaves in the slavers' compound.By Samwise the Halfling Skirmisher level 15
29th Haze 122nd year of Ascendancy at 15:09 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By Samwise the Halfling Skirmisher level 15
59th Haze 122nd year of Ascendancy at 06:42 see stats
Log
Elven blood mage casts Blood Boil.
Samwise is free from the rotting disease.
Elven blood mage receives 48 healing.
Elven blood mage hits Samwise for (20 flat reduction), 102 blight (102 total damage).
Elven cultist's Soul Rot hits Mean looking elven guard for (175 absorbed), 0 blight (0 total damage).
Samwise cleverly deflects the attack with his shield!
Samwise repels an attack from Mean looking elven guard.
Talent Kneecapper is ready to use.
Elven cultist casts Timeless.
Elven cultist is no longer out of phase.
Elven cultist casts Timeless.
Elven cultist misses Samwise.
Elven corruptor casts Blood Grasp.
Samwise deflects the projectile from Elven corruptor to the north!
Elven elite warrior uses Assault.
Samwise evades Elven elite warrior.
Mean looking elven guard uses Bleeding Edge.
Mean looking elven guard misses Samwise.
Samwise uses Infusion: Healing.
Samwise receives 59 healing from Infusion: Healing.
Samwise uses Bash and Smash.
Samwise hits Elven corruptor for (51 absorbed), 0 physical, (19 absorbed), 0 cold, (13 absorbed), 0 cold (0 total damage).
Elven cultist casts Drain.
Samwise is afflicted by a decrepitude disease!
Elven cultist hits Samwise for (20 flat reduction), 92 blight (92 total damage).
Elven corruptor's Command Staff is disrupted by his wounds!
Samwise's Bash and Smash hits Elven corruptor for (119 absorbed), 0 physical, (6 absorbed), 0 physical (0 total damage).
Elven blood mage casts Blood Spray.
Elven corruptor casts Drain.






















































































