











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! 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 | Female |
| Race | Cornac |
| Class | Reaver |
| Level / Exp | 20 / 68% |
| Size | medium |
| Lifes / Deaths | Killed by Bill the Stone Troll at level 5 on the 75th Pyre 122nd year of Ascendancy at 13:36 / 30Killed by Gunsnake at level 7 on the 77th Pyre 122nd year of Ascendancy at 01:23 Killed by Eloremira the skeleton warrior at level 10 on the 4th Mirth 122nd year of Ascendancy at 18:49 Killed by Emelimira the sandworm at level 12 on the 1st Summertide 122nd year of Ascendancy at 18:10 Killed by Horned Horror at level 14 on the 8th Flare 122nd year of Ascendancy at 12:10 Killed by Horned Horror at level 14 on the 8th Flare 122nd year of Ascendancy at 12:20 Killed by gwelgoroth at level 14 on the 9th Flare 122nd year of Ascendancy at 23:30 Killed by ultimate gwelgoroth at level 14 on the 9th Flare 122nd year of Ascendancy at 23:40 Killed by gwelgoroth at level 15 on the 10th Flare 122nd year of Ascendancy at 02:00 Killed by Rantha the Worm at level 16 on the 14th Dusk 122nd year of Ascendancy at 22:32 Killed by Mayylle the master vampire at level 17 on the 39th Dusk 122nd year of Ascendancy at 21:23 Killed by Nerymina the skeleton magus at level 18 on the 39th Dusk 122nd year of Ascendancy at 22:19 Killed by skeleton mage at level 18 on the 40th Dusk 122nd year of Ascendancy at 07:32 Killed by skeleton mage at level 18 on the 40th Dusk 122nd year of Ascendancy at 10:39 Killed by skeleton mage at level 18 on the 40th Dusk 122nd year of Ascendancy at 11:44 Killed by skeleton master archer at level 18 on the 40th Dusk 122nd year of Ascendancy at 12:15 Killed by skeleton master archer at level 18 on the 40th Dusk 122nd year of Ascendancy at 12:29 Killed by The Master at level 18 on the 40th Dusk 122nd year of Ascendancy at 17:29 Killed by armoured skeleton warrior at level 18 on the 40th Dusk 122nd year of Ascendancy at 17:46 Killed by Lord of Skulls (warrior) at level 18 on the 40th Dusk 122nd year of Ascendancy at 17:55 Killed by The Master at level 18 on the 40th Dusk 122nd year of Ascendancy at 18:05 Killed by The Master at level 18 on the 40th Dusk 122nd year of Ascendancy at 18:14 Killed by The Master at level 18 on the 40th Dusk 122nd year of Ascendancy at 18:26 Killed by elder vampire at level 18 on the 40th Dusk 122nd year of Ascendancy at 18:49 Killed by The Master at level 18 on the 40th Dusk 122nd year of Ascendancy at 19:02 Killed by corrupted gwelgoroth at level 19 on the 48th Dusk 122nd year of Ascendancy at 15:21 Killed by Urkis, the High Tempest at level 20 on the 48th Dusk 122nd year of Ascendancy at 23:49 Killed by Urkis, the High Tempest at level 20 on the 49th Dusk 122nd year of Ascendancy at 00:39 Killed by Urkis, the High Tempest at level 20 on the 49th Dusk 122nd year of Ascendancy at 00:50 Killed by Urkis, the High Tempest at level 20 on the 49th Dusk 122nd year of Ascendancy at 01:03 |
Primary Stats
| Strength | 62 (base 44) |
| Dexterity | 13 (base 11) |
| Constitution | 24 (base 11) |
| Magic | 73 (base 46) |
| Willpower | 21 (base 10) |
| Cunning | 15 (base 10) |
Resources
| Life | 523/523 |
| Vim | 253/253 |
| Healing Factor | 1.2172674059367 |
| Regeneration | 0.30431685148417 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| See Invisible | 19 |
Offense: Mainhand
| Damage | 90 |
| Accuracy | 43 |
| Crit Chance | 6% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 71 |
| Accuracy | 43 |
| Crit Chance | 10% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 46 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +28% |
| Fire | +12% |
| Cold | +4% |
| Physical | +10% |
| Mind | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 53.723073231957 (96.438666929426%) |
| Defense | 24 |
| Ranged Defense | 24 |
| Fatigue | 26 |
| Physical Save | 40 |
| Spell Save | 43 |
| Mental Save | 31 |
Defense: Resistances
| Nature | + 10%( 70%) |
| Light | + 41%( 70%) |
| Temporal | + 15%( 70%) |
| Cold | + 40%( 70%) |
| Fire | + 13%( 70%) |
| Mind | + 14%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 0% |
| Stun Resistance | 80% |
| Confusion Resistance | 0% |
| Pinning Resistance | 0% |
| Disarm Resistance | 22% |
| Poison Resistance | 10% |
| Blind Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse 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. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 186 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 30.00 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. |
Class Talents
| Corruption / Scourge | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Corruption / Reaving combat | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Corruption / Vim | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Sanguisuge | 1.00 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Corruption / Bone | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Plague | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Corruption / Vile life | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Torment | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | active |
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 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 Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | done |
You failed to protect the repented thief from death by blue jelly. Escort: repented thief (level 1 of Dreadfell) | failed |
You successfully escorted the temporal explorer to the recall portal on level 3 of Dreadfell. Escort: temporal explorer (level 3 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the worried loremaster from death by Nerymina the skeleton magus. Escort: worried loremaster (level 7 of Dreadfell) | 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 |
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 |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
Equipment
| On feet | Liserida the Snowkin (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Damage when hit (Melee): 4 fire Changes stats: +2 Str / +3 Con Changes resistances: +9% light / +21% cold Changes damage: +9% light It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | 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.(71 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Steel Helm of Garkul (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+6 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | dwarven-steel gauntlets 'Goresnake' (5 def, 2 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Defense: +5 (+2 eff.) Fatigue: +3% Damage (Melee): 7 cold Changes resistances: +8% cold / +6% nature / +3% temporal Changes damage: +12% fire / +4% cold Poison immunity: +10% Only die when reaching: -20.00 life Maximum life: +60.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| 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 | savior's steel ring of the mind (+10%)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +10% mind Changes damage: +10% mind Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +6 (+3 eff.) Rings make your fingers look great! |
| On fingers | warrior's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +4 Changes stats: +2 Str Rings make your fingers look great! |
| Around neck | Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Blindness immunity: +100% Spellpower: +5 (+1 eff.) See invisible: +10 It can be used to summon an elder vampire with Taunt to your side for 15 turns Activation costs 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
| In main hand | balanced dwarven-steel longsword of massacre (27-38 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 27.0 - 37.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +5 (+2 eff.) Disarm immunity: +22% Sharp, long, and deadly. |
| Around waist | Vorilethra the GleamviceCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +1 Cun / +2 Dex Changes resistances: +9% fire / +8% cold Changes damage: +9% light Critical mult.: +20.00% Only die when reaching: -20.00 life See invisible: +3 A belt that goes around your waist. |
| In off hand | stralite waraxe of paradox (34-47 power, 5 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 33.5 - 46.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% Damage (Melee): +8 temporal When wielded/worn: Changes resistances: +8% temporal One-handed war axes. |
| Cloak | Runadir the linen cloak (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +4 Str / +2 Mag / +7 Wil / +4 Cun Spell save: +6 (+2 eff.) Maximum mana: +43.00 See invisible: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Revenant (8 def, 20 armour)Requires: - Massive armour training - Strength 28 Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +8 (+4 eff.) Fatigue: +12% Changes stats: +5 Mag / +5 Con Physical save: +12 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+6 eff.) Silence immunity: +0% Confusion immunity: +0% Pinning immunity: +0% Stun/Freeze immunity: +80% Status resistances shift over time to match the statuses you are being hit by. The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. |
Inventory
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... |
mule's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Maximum encumbrance: +21 Rings make your fingers look great! |
Drake's Bane (45-68 power, 21 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 45.0 - 67.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +21 Crit. chance: +2.0% Attack speed: 100% Damage against: +25% Dragon When wielded/worn: Changes stats: +6 Str Reduced damage from: +25% Dragon Physical save: +9 (+3 eff.) Stun/Freeze immunity: +20% Knockback immunity: +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
arcing steel battleaxe of projection (20-30 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 20.0 - 30.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) * 25% chance for lightning to strike from the target to a second target dealing 79 damage Massive two-handed battleaxes. |
Spectral Blade (26-42 power, 25 apr)Requires: - Magic 18 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 26.0 - 41.6 Uses stats: 10% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +25 Crit. chance: +3.0% Attack speed: 111% Damage (Melee): +15 arcane Damage (radius 2) on crit: +30 arcane silence When wielded/worn: Mana each turn: +0.50 Spellpower: +5 (+1 eff.) See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This sword appears weightless, and nearly invisible. |
elemental iron longsword of projection (12-16 power, 2 apr)Requires: - Strength 11 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) * Create an explosion dealing 79 lightning damage (1/turn) When wielded/worn: Changes resistances penetration: +6% lightning Changes damage: +6% lightning Sharp, long, and deadly. |
iron mace of projection (14-20 power, 2 apr)Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 14.0 - 19.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% On weapon hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Blunt and deadly. |
dwarven-steel waraxe (21-29 power, 4 apr)Requires: - Strength 24 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 21.0 - 29.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% One-handed war axes. |
dwarven-steel waraxe (18-26 power, 4 apr)Requires: - Strength 24 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 18.5 - 25.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% One-handed war axes. |
linen cloak of the Shaloren (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Mag / +1 Wil A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
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 (+4 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. |
iron helm of constitution (+2) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Con A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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. |
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. |
3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 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. |
iron pickaxe (dig speed 37 turns)3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of wreckage (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Changes stats: +3 Str 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 26 cooldown : Effective talent level: 3.0 Power cost: 26 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. |
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. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 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. |
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 Entropy (1/1)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 123% of the healing done. This effect scales with your Magic stat. Activation costs 75 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
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. |
3 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. |
Yarygas the Freezerazor [power 350] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Changes resistances: +6% darkness / +3% cold Reduces incoming crit damage: 5.00% Spell save: +6 (+2 eff.) Pinning immunity: +20% It can be used to fire a magical bolt dealing 392 fire damage Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 2 beneficial effects by 2. * Increase all damage penetration by 14% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Earth Master (Exploration mode)
Killed Harkor'Zun.By Ulaznma the Cornac Reaver level 15
14th Dusk 122nd year of Ascendancy at 09:19 see stats
Eye of the storm (Exploration mode)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Ulaznma the Cornac Reaver level 20
53rd Dusk 122nd year of Ascendancy at 08:25 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Ulaznma the Cornac Reaver level 10
4th Mirth 122nd year of Ascendancy at 14:00 see stats
Level 20 (Exploration mode)
Got a character to level 20.By Ulaznma the Cornac Reaver level 20
48th Dusk 122nd year of Ascendancy at 15:33 see stats
The secret city (Exploration mode)
Discovered the truth about mages.By Ulaznma the Cornac Reaver level 19
48th Dusk 122nd year of Ascendancy at 06:57 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By Ulaznma the Cornac Reaver level 20
49th Dusk 122nd year of Ascendancy at 02:23 see stats
Vampire crusher (Exploration mode)
Destroyed the Master in its lair of the Dreadfell.By Ulaznma the Cornac Reaver level 18
40th Dusk 122nd year of Ascendancy at 19:10 see stats
Log
Today is the 54th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:40.
Saving done.
There is a Derth (Town) here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
Quest 'Storming the city' status updated! (Press 'j' to see the quest log)
You feel very confident walking into this place.
Saving game...
Saving done.
Bought: healing infusion of the wizard (heal 186; cd 13) for 31.84 gold.
You have no more inscription slots.
You are now inscribed with Infusion: Healing.
Talent Infusion: Healing is ready to use.
Sold: blurring hardened leather belt of the vagrant for 3.94 gold.
Sold: Xeronne the Thunderpiety (0 def, 2 armour) for 9.85 gold.
Sold: dwarven-steel plate armour 'Aloruimas' (0 def, 11 armour) for 15.26 gold.
Sold: rejuvenating steel plate armour (0 def, 9 armour) for 5.00 gold.
Sold: dwarven-steel helm (0 def, 4 armour) for 0.35 gold.
Sold: Sludgegrip (0 def, 0 armour) for 3.50 gold.
Sold: scholar's pair of iron boots (0 def, 3 armour) for 0.76 gold.
Sold: Deepsgrit the pair of dwarven-steel boots (0 def, 4 armour) for 16.54 gold.
Sold: linen cloak (1 def, 0 armour) for 0.10 gold.
Sold: grounding rough leather belt for 0.38 gold.

















































































