










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 Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Wyrmic |
| Level / Exp | 20 / 6% |
| Size | medium |
| Lifes / Deaths | Killed by skeleton assassin at level 7 on the 78th Pyre 122nd year of Ascendancy at 22:08 0 / 6Killed by Ce'Nulle the boiling horror at level 12 on the 3rd Summertide 122nd year of Ascendancy at 08:17 Killed by Urkis, the High Tempest at level 19 on the 9th Haze 122nd year of Ascendancy at 08:52 Killed by Urkis, the High Tempest at level 19 on the 9th Haze 122nd year of Ascendancy at 11:56 Killed by Lrokon the thalore at level 19 on the 11st Haze 122nd year of Ascendancy at 07:18 Killed by Aletta Soultorn at level 20 on the 29th Haze 122nd year of Ascendancy at 11:06 |
Primary Stats
| Strength | 67 (base 48) |
| Dexterity | 10 (base 10) |
| Constitution | 11 (base 11) |
| Magic | 18 (base 10) |
| Willpower | 55 (base 40) |
| Cunning | 23 (base 10) |
Resources
| Life | -112/690 |
| Equilibrium | 54 |
| Stamina | 262/270 |
| Vim | 176/176 |
| Healing Factor | 1.0097162075846 |
| Regeneration | 16.36441795983 |
Speed
| Mental | +12.028637809585% |
| Attack | +12.028637809585% |
| Movement | +11.093867610317% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 109 |
| Accuracy | 35 |
| Crit Chance | 22% |
| APR | 2 |
| Speed | 0.89 |
Offense: Spell
| Spellpower | 27 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 33 |
| Crit Chance | 17% |
| Speed | 0.89262890235236 |
Offense: Damage Bonus
| Darkness | +23% |
| Light | +11% |
| Temporal | +5% |
| Nature | +4% |
| Lightning | +24% |
| All | 0% |
Offense: Damage Penetration
| Physical | +10% |
| Acid | +10% |
| Cold | +10% |
| Darkness | +10% |
Defense: Base
| Armour (hardiness) | 43.723073231957 (96.438666929426%) |
| Defense | 1 |
| Ranged Defense | 1 |
| Fatigue | 24 |
| Physical Save | 35 |
| Spell Save | 22 |
| Mental Save | 23 |
Defense: Resistances
| Acid | + 17%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 14%( 70%) |
| All | 0%( 70%) |
| Lightning | + 49%( 70%) |
| Light | + 12%( 70%) |
| Temporal | + 16%( 70%) |
| Physical | + 3%( 70%) |
| Darkness | + 28%( 70%) |
| Fire | + 12%( 70%) |
| Nature | + 3%( 70%) |
Defense: Immunities
| Stun Resistance | 10% |
| Pinning Resistance | 30% |
| Knockback Resistance | 43% |
| Disarm Resistance | 33% |
| Instadeath Resistance | 100% |
| Blind Resistance | 10% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 292 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 29% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength 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 181 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Cold drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 4/5 |
| 2/5 |
| 5/5 |
| Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fungus | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 failed to protect the injured seer from death by Hiarean. Escort: injured seer (level 3 of Old Forest) | failed |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved talent Curse of Death (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved Strength by +5. | done |
You failed to protect the lost sun paladin from death by Aletta Soultorn. Escort: lost sun paladin (level 2 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved Strength by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved Willpower by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * 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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed sandworm tooth. * You've found the needed pouch of luminous horror dust. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' 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 minotaur nose. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' | 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 |
Equipment
| On feet | Demonwake the pair of hardened leather boots (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Effects on melee hit: * 10% chance to slow global speed by 48% Damage when hit (Melee): 8 darkness Changes resistances: +7% lightning / +8% temporal / +9% light / +3% cold / +5% arcane / +3% darkness Changes resistances penetration: +10% darkness A pair of boots made of leather. |
| Light source | scorching brass lanternPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 12 fire Changes resistances: +5% fire 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. |
| On head | Galepower (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 4 nature / 10 lightning Changes stats: +4 Str Changes resistances: +9% lightning / +6% cold Changes resistances penetration: +10% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Bizzare Contraption2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +8 Cun Changes resistances: +15% lightning Changes damage: +15% lightning Physical save: +18 (+8 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
| On fingers | warrior's steel ring of darkness (+22%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +22% darkness Changes damage: +11% darkness Rings make your fingers look great! |
| On fingers | ThunderworthPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 16 Damage (Melee): 16 light Damage (Ranged): 10 light Damage when hit (Melee): 8 lightning Changes stats: +7 Mag / +5 Wil Changes resistances: +6% lightning Changes damage: +11% light Disarm immunity: +23% Pinning immunity: +30% Knockback immunity: +23% Maximum life: +22.00 Spellpower: +7 (+4 eff.) Rings make your fingers look great! |
| Around waist | Shadowclamor the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +3% light / +7% fire / +3% darkness / +5% cold Changes damage: +12% darkness Physical save: +3 (+2 eff.) Only die when reaching: -20.00 life A belt that goes around your waist. |
| In main hand | Thundertaint the dwarven-steel battleaxe (32-49 power, 2 apr)Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 32.5 - 48.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 14% chance to reduce all saves and defense by 22 Damage (Melee): +16 lightning / +7 mind Damage (radius 2) on crit: +8 lightning When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 25% Changes stats: +5 Cun / +5 Wil Changes resistances penetration: +10% acid Changes damage: +9% lightning Light radius: +2 Massive two-handed battleaxes. |
| On hands | dwarven-steel gauntlets 'Gloradawen' (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 10 temporal Damage (Ranged): 7 temporal Damage when hit (Melee): 4 arcane Changes stats: +1 Mag Changes resistances: +8% temporal Changes damage: +5% temporal Disarm immunity: +10% Life regen: +2.00 Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +10 (+5 eff.) Damage Shield penetration: +30% 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. |
| Main armor | rejuvenating dwarven-steel plate armour of acid resistance (0 def, 11 armour)Requires: - Massive armour training - Strength 35 Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Changes resistances: +17% acid Life regen: +4.00 Stamina each turn: +0.50 A suit of armour made of metal plates. |
| Cloak | Eilinedamira (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Damage when hit (Melee): 6 acid Changes stats: +2 Str Changes resistances penetration: +10% physical Physical save: +3 (+2 eff.) Only die when reaching: -60.00 life Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | restful copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Life regen: +1.00 Amulets make your neck look great! |
Inventory
Rune of the Rift (370.00 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 388.50 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. |
SmolderusherInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 2 fire Changes stats: +2 Wil Changes resistances: +9% light / +3% temporal Mental save: +3 (+2 eff.) Disarm immunity: +20% Knockback immunity: +10% Amulets make your neck look great! |
This item will automatically be transmogrified when you leave the level.gold ring 0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings make your fingers look great! |
flaming steel battleaxe of projection (18-28 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: 18.5 - 27.8 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 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (radius 1) on hit: +9 fire Massive two-handed battleaxes. |
Xanuma the steel greatsword (24-39 power, 3 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.5 - 39.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage Shield penetration (this weapon only): +20% When wielded/worn: Accuracy: +30 (+12 eff.) Armour penetration: +3 Armour: +2 Defense: +10 (+10 eff.) Changes stats: +3 Dex Changes resistances penetration: +10% mind Disarm immunity: +34% Massive two-handed swords. |
Arcpall the dwarven-steel mace (36-51 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 36.5 - 51.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Physical power: +10 (+3 eff.) Defense: +10 (+10 eff.) Changes stats: +2 Con Changes resistances: +2% physical Changes damage: +18% lightning Blunt and deadly. |
Mayabreth the Dusksweeper (8-8 power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 7.5 - 8.2 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% Damage (radius 1) on hit: +12 darkness / +8 acid When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +4% blight / +6% cold / +9% temporal Changes damage: +4% nature Talent granted: +1 Attune Mindstar Disease immunity: +16% Mindpower: +6 (+3 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
EilinetiraRequires: - Dexterity 11 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 1 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +6 Damage (Ranged): +12 mind / +5 cold When wielded/worn: Changes stats: +1 Dex / +3 Con Changes damage: +6% mind / +10% cold Mental crit. chance: +1% See invisible: +3 Slings are used to hurl stones or metal shots at your foes. |
Blindshine (15-18 power, 3 apr, physical element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +7 Mag / +7 Wil / +9 Cun Changes resistances: +12% darkness Changes resistances penetration: +10% darkness / +10% light Changes damage: +6% light / +15% physical / +3% arcane / +6% darkness Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +6 (+3 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
potent ash magestaff of breaching (18-22 power, 3 apr, arcane element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 18.0 - 21.6 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances penetration: +9% arcane Changes damage: +18% arcane Talent granted: +1 Command Staff Spellpower: +9 (+5 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
Yvumina the dwarven-steel waraxe (20-28 power, 4 apr)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 20.0 - 28.0 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% Damage (radius 2) on crit: +7 acid / +6 nature When wielded/worn: Armour penetration: +7 Changes stats: +2 Wil Changes resistances penetration: +10% acid / +10% nature Psi when hit: +0.08 Hate when firing a critical mind attack: +2.00 Only die when reaching: -80.00 life Healing mod.: +15% One-handed war axes. |
arcing dwarven-steel waraxe of projection (20-29 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 20.5 - 28.7 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% On weapon hit: * Projects up to 1 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 45 damage One-handed war axes. |
Frostobeisance the dwarven-steel helm (0 def, 4 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +9% darkness Changes resistances penetration: +10% cold Changes damage: +3% cold / +12% temporal Stamina when hit: +0.90 Equilibrium when hit: +1.40 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Xanesekira the dwarven-steel helm (0 def, 6 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +4 Dex Changes resistances: +6% mind / +12% fire Poison immunity: +20% Mindpower: +20 (+9 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
cashmere wizard hat 'Goruralen' (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +10 (+5 eff.) Defense: +2 (+2 eff.) Changes stats: +5 Str Changes resistances: +5% arcane / +18% fire Changes damage: +12% fire Stamina each turn: +2.00 Maximum life: +80.00 A pointy cloth hat, very wizardly... |
Arthedar the Deepsrazor (3 def, 10 armour)Requires: - Heavy armour training - Strength 28 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +10 Defense: +3 (+3 eff.) Fatigue: +12% Changes stats: +5 Cun / +4 Wil Changes resistances: +9% acid / +6% cold / +3% darkness / +6% blight Mental save: +10 (+5 eff.) A suit of armour made of mail. |
steel shield 'Emelamira' (0 def, 4 armour, 18-22 power, 42.5 block)Requires: - Shield usage training - Strength 16 Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 18.5 - 22.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +42 When wielded/worn: Armour: +4 Fatigue: +8% On shield block: * Cause enemies within radius 6 to bleed for 207 physical damage over 5 turns (1/turn) Changes stats: +4 Dex / +2 Mag / +1 Con Changes resistances: +17% fire / +13% light / +11% darkness Talent granted: +1 Block Reduces incoming crit damage: 5.00% Handheld deflection devices. |
6 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. |
68 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. |
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. |
2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+6 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+6 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. |
5 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. |
8 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 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. |
Goradin the Cloudenvy (dig speed 39 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +3 Damage when hit (Melee): 4 lightning Changes stats: +4 Str Changes resistances: +11% nature Changes damage: +3% physical / +6% nature / +9% light Maximum stamina: +20.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 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. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
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. |
cleansing elm totem of healing [power 110] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 110 Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
10 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. |
3 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
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Hiarean the Cornac Wyrmic level 19
16th Haze 122nd year of Ascendancy at 11:19 see stats
Level 10
Got a character to level 10.By Hiarean the Cornac Wyrmic level 10
8th Mirth 122nd year of Ascendancy at 15:12 see stats
Level 20
Got a character to level 20.By Hiarean the Cornac Wyrmic level 20
29th Haze 122nd year of Ascendancy at 07:33 see stats
The Arena
Unlocked Arena mode.By Hiarean the Cornac Wyrmic level 9
3rd Mirth 122nd year of Ascendancy at 14:51 see stats
The secret city
Discovered the truth about mages.By Hiarean the Cornac Wyrmic level 9
6th Mirth 122nd year of Ascendancy at 09:23 see stats
Log
Aletta Soultorn shrugs off the effect 'Exposed'!
Aletta Soultorn resists the stunning blow!
Aletta Soultorn's armor corrodes!
Aletta Soultorn resists the stunning blow!
Ghast uses Summon.
Ghast summons Something!
Hiarean hits Aletta Soultorn for 75 physical, 9 lightning, 3 mind, 10 light, 5 temporal, 5 lightning, 44 physical, 9 lightning, 3 mind, 10 light, 5 temporal (178 total damage).
Melee retaliation hits Hiarean for 18 mind, 18 mind (36 total damage).
Hiarean is no longer weakened.
Haunted from Aletta Soultorn hits Hiarean for 154 mind, 79 darkness (233 total damage).
Terrified from Aletta Soultorn hits Hiarean for 10 mind, 5 darkness (15 total damage).
Aletta Soultorn shrieks.
Hiarean tries to swallow Something!
Hiarean misses Something.
Hiarean is no longer terrified
Hiarean stops regenerating health quickly.
Talent Venomous Breath is ready to use.
Haunted from Aletta Soultorn hits Hiarean for 132 mind, 68 darkness (200 total damage).
Ghast has been weakened.
Hiarean has been weakened.
Hiarean uses Lightning Speed.
Hiarean turns into pure lightning!
Hiarean is back to normal.
Hiarean hits Aletta Soultorn for 51 physical, 8 lightning, 1 mind, 8 light, 4 temporal (72 total damage).
Melee retaliation hits Hiarean for 12 mind damage.
Hiarean is weakened by the gloom.
Haunted from Aletta Soultorn hits Hiarean for 89 mind, 44 darkness (133 total damage).
Hiarean the level 20 cornac wyrmic was darkened to death by Aletta Soultorn and offered to her dark Master on level 2 of Dreadfell.




































































































