










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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
|
| Campaign | Maj'Eyal |
| Mode | Normal Exploration |
| Sex | Male |
| Race | Cornac |
| Class | Doombringer |
| Level / Exp | 20 / 65% |
| Size | medium |
| Lifes / Deaths | Killed by Araberri the shalore at level 10 on the 5th Flare 122nd year of Ascendancy at 18:19 / 55Killed by Gloldawen the fox at level 15 on the 29th Haze 122nd year of Ascendancy at 18:41 Killed by fire drake hatchling at level 16 on the 31st Haze 122nd year of Ascendancy at 17:46 Killed by orc master assassin at level 16 on the 33rd Haze 122nd year of Ascendancy at 11:12 Killed by Borfast the Broken at level 16 on the 33rd Haze 122nd year of Ascendancy at 18:28 Killed by Polilaith the master vampire at level 16 on the 33rd Haze 122nd year of Ascendancy at 21:30 Killed by Borfast the Broken at level 16 on the 34th Haze 122nd year of Ascendancy at 01:56 Killed by Borfast the Broken at level 16 on the 34th Haze 122nd year of Ascendancy at 02:18 Killed by skeleton warrior at level 16 on the 34th Haze 122nd year of Ascendancy at 02:59 Killed by armoured skeleton warrior at level 17 on the 34th Haze 122nd year of Ascendancy at 03:59 Killed by Borfast the Broken at level 17 on the 34th Haze 122nd year of Ascendancy at 05:51 Killed by Borfast the Broken at level 17 on the 34th Haze 122nd year of Ascendancy at 07:00 Killed by Borfast the Broken at level 17 on the 34th Haze 122nd year of Ascendancy at 08:52 Killed by Borfast the Broken at level 17 on the 34th Haze 122nd year of Ascendancy at 10:40 Killed by Bethaldanor the skeleton warrior at level 17 on the 34th Haze 122nd year of Ascendancy at 12:01 Killed by Bethaldanor the skeleton warrior at level 17 on the 34th Haze 122nd year of Ascendancy at 12:13 Killed by Grand Corruptor at level 17 on the 38th Haze 122nd year of Ascendancy at 15:44 Killed by Grand Corruptor at level 17 on the 38th Haze 122nd year of Ascendancy at 15:55 Killed by Grand Corruptor at level 17 on the 38th Haze 122nd year of Ascendancy at 16:06 Killed by skeleton magus at level 18 on the 9th Allure 123rd year of Ascendancy at 06:53 Killed by Belonor the elder vampire at level 18 on the 9th Allure 123rd year of Ascendancy at 07:08 Killed by Polubretha the elder vampire at level 18 on the 9th Allure 123rd year of Ascendancy at 12:03 Killed by Silyna the skeleton magus at level 18 on the 9th Allure 123rd year of Ascendancy at 13:51 Killed by Celia at level 18 on the 9th Allure 123rd year of Ascendancy at 19:19 Killed by Celia at level 18 on the 9th Allure 123rd year of Ascendancy at 20:20 Killed by armoured skeleton warrior at level 18 on the 9th Allure 123rd year of Ascendancy at 20:36 Killed by austin at level 18 on the 10th Allure 123rd year of Ascendancy at 18:40 Killed by armoured skeleton warrior at level 18 on the 3rd Regrowth 123rd year of Ascendancy at 23:48 Killed by The Master at level 18 on the 4th Regrowth 123rd year of Ascendancy at 00:01 Killed by Lord of Skulls (warrior) at level 18 on the 4th Regrowth 123rd year of Ascendancy at 00:08 Killed by The Master at level 18 on the 4th Regrowth 123rd year of Ascendancy at 01:24 Killed by elder vampire at level 18 on the 4th Regrowth 123rd year of Ascendancy at 01:38 Killed by elder vampire at level 18 on the 4th Regrowth 123rd year of Ascendancy at 17:01 Killed by The Master at level 18 on the 4th Regrowth 123rd year of Ascendancy at 17:11 Killed by The Master at level 18 on the 4th Regrowth 123rd year of Ascendancy at 18:12 Killed by ghoulking at level 18 on the 4th Regrowth 123rd year of Ascendancy at 18:43 Killed by Lord of Skulls (warrior) at level 18 on the 4th Regrowth 123rd year of Ascendancy at 18:57 Killed by The Master at level 18 on the 4th Regrowth 123rd year of Ascendancy at 19:24 Killed by armoured skeleton warrior at level 18 on the 4th Regrowth 123rd year of Ascendancy at 20:02 Killed by elder vampire at level 18 on the 4th Regrowth 123rd year of Ascendancy at 20:15 Killed by The Master at level 18 on the 4th Regrowth 123rd year of Ascendancy at 20:40 Killed by The Master at level 18 on the 4th Regrowth 123rd year of Ascendancy at 20:52 Killed by The Master at level 18 on the 4th Regrowth 123rd year of Ascendancy at 21:11 Killed by armoured skeleton warrior at level 18 on the 4th Regrowth 123rd year of Ascendancy at 21:44 Killed by armoured skeleton warrior at level 20 on the 4th Regrowth 123rd year of Ascendancy at 22:00 Killed by Bethaldanor the skeleton warrior at level 20 on the 4th Regrowth 123rd year of Ascendancy at 23:13 Killed by forest wight at level 20 on the 5th Regrowth 123rd year of Ascendancy at 05:31 Killed by ghoul at level 20 on the 5th Regrowth 123rd year of Ascendancy at 05:40 Killed by skeleton warrior at level 20 on the 5th Regrowth 123rd year of Ascendancy at 05:49 Killed by forest wight at level 20 on the 5th Regrowth 123rd year of Ascendancy at 06:01 Killed by skeleton magus at level 20 on the 5th Regrowth 123rd year of Ascendancy at 06:37 Killed by blade horror at level 20 on the 5th Regrowth 123rd year of Ascendancy at 06:54 Killed by Tiia the halfling at level 20 on the 7th Regrowth 123rd year of Ascendancy at 21:55 Killed by Bethiwyn the slaver at level 20 on the 28th Regrowth 123rd year of Ascendancy at 17:27 Killed by Betavea the slaver at level 20 on the 29th Regrowth 123rd year of Ascendancy at 23:19 |
Primary Stats
| Strength | 38 (base 37) |
| Dexterity | 12 (base 10) |
| Constitution | 40 (base 38) |
| Magic | 35 (base 23) |
| Willpower | 34 (base 10) |
| Cunning | 26 (base 11) |
Resources
| Life | 645/645 |
| Stamina | 217/217 |
| Vim | 146/178 |
| Healing Factor | 1.4722297605397 |
| Regeneration | 3.3125169612143 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 3 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 74 |
| Accuracy | 40 |
| Crit Chance | 15% |
| APR | 17 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 18 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +36% |
| Light | +3% |
| Lightning | +12% |
| Fire | +34% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +15% |
| Lightning | +15% |
| Fire | +20% |
| Acid | +20% |
Defense: Base
| Armour (hardiness) | 37.680469470065 (72.903125182002%) |
| Defense | 21 |
| Ranged Defense | 21 |
| Fatigue | 16 |
| Physical Save | 34 |
| Spell Save | 25 |
| Mental Save | 39 |
Defense: Resistances
| Darkness | + 22%( 70%) |
| Nature | + 22%( 70%) |
| Lightning | + 16%( 70%) |
| Arcane | + 17%( 70%) |
| Fire | + 29%( 70%) |
| All | + 13%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Silence Resistance | 20% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 277 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 35 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -273 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 273 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 118 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 525% 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 Constitution stat. |
Class Talents
| Corruption / Torture | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Corruption / Wrath | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Corruption / Fearfire | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Brutality | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Oppression | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic strength | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Abyssal Shield |
Quests
You have found a clue on the strange soldier about more like him all over. A Great DisturbanceOne of them keeps a special prisoner it says. You have found the 'prisoner' and it seems to have decided to like you. | done |
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! | done |
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. | active |
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. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (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 3 of Scintillating Caves. Escort: lone alchemist (level 3 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 5 of Dreadfell. Escort: lost defiler (level 5 of Dreadfell)As a reward you improved talent Curse of Impotence (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the lost warrior from death by skeleton magus. Escort: lost warrior (level 7 of Dreadfell) | failed |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | 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. | 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 avoidance. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * You've found the needed warg claw. * You've found the needed honey tree root. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * '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.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed hummerhorn wing. * You've found the needed length of troll intestine. | 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! | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
Equipment
| On feet | wanderer's pair of hardened leather boots of phasing (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +2 Mag / +4 Wil / +1 Cun / +2 Con Physical save: +16 (+7 eff.) Mental save: +12 (+4 eff.) It can be used to blink to a nearby random location (rad 8) Activation puts all charms on cooldown for 25 turns. A pair of boots made of leather. |
| Light source | survivor's brass lantern of the zealotInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% all Physical save: +5 (+2 eff.) Spell save: +6 (+3 eff.) Light radius: +3 Healing mod.: +12% 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 | Shimmerpall 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% Effects on melee hit: * 20% chance to reduce armor by 21% Damage when hit (Melee): 4 acid Changes resistances: +3% lightning Changes resistances penetration: +15% lightning Changes damage: +12% lightning Infravision radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Abysslash [power 212] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Changes resistances: +5% arcane Changes resistances penetration: +10% acid Changes damage: +21% acid / +15% fire It can be used to create a shield absorbing up to 212 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Increase all damage penetration by 16% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | copper ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +7 Defense: +8 (+4 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 108% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| On fingers | psionicist's steel ring of arcana (+0.12/turn)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+2 eff.) Silence immunity: +20% Mana each turn: +0.12 Rings make your fingers look great! |
| Around waist | Beludhelaith the AbyssravagerInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 8 fire Changes stats: +3 Wil Changes resistances penetration: +15% darkness / +20% fire Changes damage: +3% light / +9% fire Mental save: +7 (+3 eff.) Maximum life: +40.00 Light radius: +2 A belt that goes around your waist. |
| In main hand | Galunarikhad the steel greatsword (26-42 power, 2 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 26.0 - 41.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% Damage (radius 1) on hit: +14 fire When wielded/worn: Armour penetration: +8 Physical power: +5 (+1 eff.) Changes stats: +1 Str / +2 Dex Pinning immunity: +20% Massive two-handed swords. |
| On hands | Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 2.0 Power cost: 24 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 189.17 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
| Main armor | enlightening dwarven-steel mail armour of Eyal (3 def, 8 armour)Requires: - Heavy armour training - Strength 28 Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes stats: +3 Cun / +4 Wil Mental save: +13 (+5 eff.) Life regen: +2.00 Maximum life: +25.00 Healing mod.: +13% A suit of armour made of mail. |
| Cloak | Destala's Scales (10 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+5 eff.) Changes stats: +6 Cun Changes resistances penetration: +10% acid Changes damage: +15% acid Talent mastery: +0.20 Wild-gift / Venom drake aspect Mindpower: +6 (+3 eff.) Talent on hit(nature): Acidic Spray (10% chance level 2). It can be used to activate talent Dissolve (costing 20 power out of 20/20) : Effective talent level: 2.4 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 45% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This talent will also attack with your shield, if you have one equipped. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
| Around neck | Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 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. |
Inventory
movement infusion (speed 447%; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 447% 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. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 24%; physical; dur 3; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 24% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune of the duelist (range 4; phase 11; cd 10)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 11%, your defense is increased by 11 and all your resistances by 11%. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the psychic (range 5; phase 19; cd 11)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 85; dur 4; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 85 damage for 4 turns. 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. |
teleportation rune of the warrior (range 64; cd 11)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 64 with a minimum range of 15. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
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... |
BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
steel greatsword 'Abyssimmortal' (24-38 power, 2 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.0 - 38.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Wound the target dealing 185 physical damage across 5 turns and reducing healing by 50% Damage (radius 1) on hit: +8 fire Damage (radius 2) on crit: +4 fire When wielded/worn: Accuracy: +19 (+6 eff.) Physical crit. chance: +10.0% Physical power: +7 (+2 eff.) Defense: +10 (+5 eff.) Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 11 Changes stats: +5 Str Changes resistances: +6% blight Changes damage: +9% physical Disarm immunity: +32% Massive two-handed swords. |
bloodlich's elm starstaff of wizardry (10-12 power, 2 apr, darkness element)Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Mag / +1 Wil / +1 Cun / +1 Con Changes damage: +10% darkness Talent granted: +1 Command Staff Critical mult.: +11.00% N.Energy each turn: +0.20 Vim when firing critical spell: +4.00 Maximum mana: +10.00 Maximum vim: +23.00 Maximum neg.energy: +20.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
yew starstaff 'Lisora' (20-24 power, 4 apr, temporal element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +13 (+6 eff.) Changes stats: +3 Mag Changes resistances penetration: +10% blight / +10% temporal Changes damage: +20% temporal Talent granted: +1 Command Staff Physical save: +7 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +7 (+3 eff.) Mana when firing critical spell: +1.00 Only die when reaching: -60.00 life Spellpower: +12 (+2 eff.) Spell crit. chance: +8% Damage Shield penetration: +19% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Damage Shield Power: +8% Staves designed for wielders of magic, by the greats of the art. |
DawnwreathInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 21% Damage when hit (Melee): 2 light Changes resistances penetration: +10% acid Changes damage: +3% light Physical save: +6 (+3 eff.) Mindpower: +4 (+2 eff.) A belt that goes around your waist. |
Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
Lisytha (11 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +11 (+5 eff.) Changes stats: +2 Str / +1 Con Changes resistances: +5% arcane Spell save: +6 (+3 eff.) Confusion immunity: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of hardened leather boots 'Shimmerobeisance' (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +18% fire / +3% nature / +6% light Changes resistances penetration: +10% lightning Life regen: +3.00 Healing mod.: +12% A pair of boots made of leather. |
Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
dwarven-steel mail armour of implacability (3 def, 14 armour)Requires: - Heavy armour training - Strength 28 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +14 Defense: +3 (+1 eff.) Fatigue: +6% Physical save: +7 (+3 eff.) A suit of armour made of mail. |
Mayurimina the steel plate armour (6 def, 17 armour)Requires: - Massive armour training - Strength 28 Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +17 Defense: +6 (+3 eff.) Fatigue: +22% Changes stats: +1 Cun Changes resistances: +6% blight / +16% fire / +3% light / +18% cold Mental save: +10 (+4 eff.) A suit of armour made of metal plates. |
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. |
crystalomancer's dwarven-steel pickaxe (dig speed 30 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str / +3 Mag Maximum mana: +25.00 Spell crit. chance: +4% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Miniature R2D2 Miniature R2D2Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: misc / mechanical ; tier 3 When carried: Changes stats: +5 Cun / +5 Wil Activating this item is instant. It can be used to fire a jolt of lightning that has 50% chance to daze (damage based on your willpower or cunning) Activation costs 50 power out of 100/100. This strange mechanical contraption seems to be kind of alive and keenly aware of you. It has taken a liking to you and seems intent on helping you. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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 Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
elm totem of healing 'Rainbolt' [power 116] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Changes stats: +1 Dex Changes resistances penetration: +15% cold Changes damage: +9% cold It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
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. |
Sunstun the yew wand of shielding [power 284] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Con Maximum wards: +3 blight / +3 cold / +4 light / +4 mind Changes resistances penetration: +20% fire Changes damage: +6% fire Talent granted: +1 Ward Equilibrium when hit: +0.04 It can be used to create a shield absorbing up to 284 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
A dangerous secret (Exploration mode)
Found the mysterious staff and told Last Hope about it.By austin the Cornac Doombringer level 20
8th Regrowth 123rd year of Ascendancy at 16:55 see stats
Curse Lifter (Exploration mode)
Killed Ben Cruthdar the Cursed.By austin the Cornac Doombringer level 12
2nd Haze 122nd year of Ascendancy at 20:35 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By austin the Cornac Doombringer level 20
30th Regrowth 123rd year of Ascendancy at 09:45 see stats
Hell has no fury like a demon scorned! (Exploration mode)
Escaped the Searing Halls.By austin the Cornac Doombringer level 5
77th Pyre 122nd year of Ascendancy at 10:01 see stats
Level 10 (Exploration mode)
Got a character to level 10.By austin the Cornac Doombringer level 10
5th Mirth 122nd year of Ascendancy at 17:24 see stats
Level 20 (Exploration mode)
Got a character to level 20.By austin the Cornac Doombringer level 20
4th Regrowth 123rd year of Ascendancy at 21:56 see stats
May the 4th be with you!
.By austin the Cornac Doombringer level 17
37th Haze 122nd year of Ascendancy at 13:56 see stats
That was close (Exploration mode)
Killed your target while having only 1 life left.By austin the Cornac Doombringer level 20
5th Regrowth 123rd year of Ascendancy at 06:31 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By austin the Cornac Doombringer level 17
8th Allure 123rd year of Ascendancy at 16:53 see stats
Vampire crusher (Exploration mode)
Destroyed the Master in its lair of the Dreadfell.By austin the Cornac Doombringer level 18
4th Regrowth 123rd year of Ascendancy at 21:56 see stats
Log
Austin's weapon stops glowing.
Austin's is no longer blazing.
Talent Abduction is ready to use.
Talent Voracious Blade is ready to use.
There is a previous level here (press '' or right click to use).
You gain 3.05 gold from the transmogrification of pair of iron boots of rushing (0 def, 3 armour).
You gain 1.50 gold from the transmogrification of wild infusion of the warrior (res 25%; physical; dur 3; cd 15).
There is a next level here (press '' or right click to use).
Resting starts...
Rested for 22 turns (stop reason: all resources and life at maximum).
There is a previous level here (press '' or right click to use).
Ran for 12 turns (stop reason: at exit).
There is a next level here (press '' or right click to use).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is an exit to the worldmap here (press '' or right click to use).
Ran for 9 turns (stop reason: at exit).
There is a Hidden compound here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Saving game...
Saving done.























































































