










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 | Nightmare Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Reaver |
| Level / Exp | 15 / 27% |
| Size | medium |
| Lifes / Deaths | Killed by deformed poison ivy at level 9 on the 1st Flare 122nd year of Ascendancy at 01:51 0 / 6Killed by Rture the halfling at level 14 on the 38th Dusk 122nd year of Ascendancy at 09:24 Killed by Rture the halfling at level 14 on the 38th Dusk 122nd year of Ascendancy at 10:42 Killed by Gunsnake at level 15 on the 44th Dusk 122nd year of Ascendancy at 00:43 Killed by Gunsnake at level 15 on the 44th Dusk 122nd year of Ascendancy at 02:03 Killed by Gunsnake at level 15 on the 44th Dusk 122nd year of Ascendancy at 03:08 |
Primary Stats
| Strength | 63 (base 41) |
| Dexterity | 36 (base 11) |
| Constitution | 23 (base 10) |
| Magic | 39 (base 32) |
| Willpower | 18 (base 10) |
| Cunning | 10 (base 10) |
Resources
| Life | 0/519 |
| Positive | 72/92 |
| Vim | 81/156 |
| Healing Factor | 1.4099022211821 |
| Regeneration | 0.35247555529553 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 84 |
| Accuracy | 34 |
| Crit Chance | 6% |
| APR | 2 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 58 |
| Accuracy | 34 |
| Crit Chance | 6% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 32 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +4% |
| Acid | +3% |
| Physical | +11% |
| Mind | +12% |
| Nature | +6% |
Offense: Damage Penetration
| Acid | +20% |
| Arcane | +10% |
| Lightning | +5% |
Defense: Base
| Armour (hardiness) | 26.292304923968 (87.807182003187%) |
| Defense | 20 |
| Ranged Defense | 20 |
| Fatigue | 15 |
| Physical Save | 26 |
| Spell Save | 22 |
| Mental Save | 9 |
Defense: Resistances
| Physical | + 18%( 70%) |
| Acid | + 18%( 70%) |
| Light | + 6%( 70%) |
| Nature | + 11%( 70%) |
| Lightning | + 6%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 6%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Bleed Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 159 damage for 4 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 18 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 10%, your defense is increased by 10 and all your resistances by 10%. |
Class Talents
| Corruption / Scourge | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Corruption / Reaving combat | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Corruption / Vim | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Sanguisuge | 1.12 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Bone | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Plague | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Torment | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| 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 |
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 grave | active |
You successfully escorted the lost defiler to the recall portal on level 2 of Heart of the Gloom. Escort: lost defiler (level 2 of Heart of the Gloom)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| On feet | miner's pair of iron boots of speed (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Fatigue: +2% Infravision radius: +1 Movement speed: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 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 | Silumiwen the Frosttrail (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% Effects on melee hit: * 20% chance to reduce armor by 28% Changes stats: +3 Con Changes resistances: +3% acid A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | rough leather gloves 'Fuleruinik' (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +1 Damage (Melee): 6 lightning Changes stats: +1 Str / +4 Con Changes resistances: +6% lightning / +1% physical Changes damage: +4% lightning Physical save: +3 (+2 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Skywind (dig speed 39 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +2 Dex Changes resistances: +11% nature Changes resistances penetration: +5% lightning Changes damage: +6% nature / +12% mind Reduces incoming crit damage: 5.00% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Scaldhash the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 4 blight / 2 fire Changes resistances: +11% physical Changes resistances penetration: +10% arcane Changes damage: +11% physical Spell crit. chance: +2% Rings make your fingers look great! |
| On fingers | mule's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Maximum encumbrance: +21 Rings make your fingers look great! |
| Around neck | warrior's copper amulet of mastery (0.12 Corruption / Sanguisuge)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +6% physical Talent mastery: +0.12 Corruption / Sanguisuge Stamina each turn: +0.20 Amulets make your neck look great! |
| In main hand | flaming iron waraxe of massacre (18-26 power, 2 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 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: +2 Crit. chance: +3.5% Attack speed: 100% Damage (radius 1) on hit: +6 fire One-handed war axes. |
| Around waist | rough leather belt 'Zeryhir'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Changes resistances: +5% arcane / +6% cold Maximum life: +50.00 Healing mod.: +15% A belt that goes around your waist. |
| In off hand | iron longsword 'Daydredge' (11-15 power, 2 apr)Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.0 - 15.4 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% When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 28% Changes stats: +1 Mag / +8 Wil / +6 Con Changes resistances: +6% light Changes resistances penetration: +20% acid Changes damage: +3% acid Maximum life: +18.00 Sharp, long, and deadly. |
| Cloak | Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Main armor | Belathra the iron mail armour (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +2 Dex / +1 Mag Changes resistances: +15% acid Spell save: +6 (+3 eff.) Light radius: +2 Healing mod.: +15% A suit of armour made of mail. |
Inventory
Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. 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. |
Vilepride the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 39% Damage when hit (Melee): 2 arcane / 2 cold Changes stats: +3 Cun Changes resistances: +3% nature Changes resistances penetration: +5% arcane / +5% cold Amulets make your neck look great! |
This item will automatically be transmogrified when you leave the level.mule's copper ring of nature (+22%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +22% nature Changes damage: +11% nature Maximum encumbrance: +21 Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.iron battleaxe (12-19 power, 1 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 12.5 - 18.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.Sootoath the iron greatmaul (16-24 power, 11 apr) Requires: - Strength 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 16.0 - 24.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +11 Crit. chance: +0.5% Attack speed: 100% On weapon hit: * 10% chance to reduce damage dealt by 12% Damage Shield penetration (this weapon only): +16% Damage (Melee): +4 mind When wielded/worn: Changes damage: +18% mind Maximum hate: +6.00 Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.iron longsword of massacre (18-26 power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 18.5 - 25.9 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% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.slime-covered iron waraxe (12-16 power, 2 apr) Requires: - Strength 11 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 5% chance to slow global speed by 39% One-handed war axes. |
This item will automatically be transmogrified when you leave the level.Hurygorn the Dazzlespiker Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+4 eff.) Changes stats: +2 Cun / +6 Str Changes resistances: +3% light Stealth bonus: +6 Light radius: +2 Infravision radius: +1 A belt that goes around your waist. |
Blizzardsorrow the linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 6 cold Changes stats: +1 Dex Changes resistances: +6% cold Changes resistances penetration: +20% mind / +5% physical Stamina each turn: +1.00 Maximum life: +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.Dazzleshaper (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 28% Changes resistances: +6% light / +12% cold / +13% mind / +7% all Changes resistances penetration: +10% light Changes damage: +13% mind Teleport immunity: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.Tempestobeisance the linen robe (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Damage when hit (Melee): 2 lightning Changes stats: +4 Wil Changes resistances: +13% blight / +3% lightning / +7% all Changes damage: +13% blight / +6% lightning Equilibrium when hit: +0.08 Mental crit. chance: +1% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.Durydig the pair of iron boots (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +4 Fatigue: +2% Changes stats: +1 Str Changes resistances: +3% cold / +5% arcane / +3% physical Spell save: +3 (+2 eff.) Infravision radius: +1 Healing mod.: +5% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.Gleamhash the pair of rough leather boots (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +5 (+3 eff.) Physical crit. chance: +1.0% Armour: +1 Fatigue: -5% Changes stats: +1 Str / +1 Wil Changes damage: +12% light Maximum encumbrance: +22 Physical save: +6 (+3 eff.) Mental crit. chance: +1% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.restorative pair of iron boots of tirelessness (0 def, 3 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Life regen: +2.00 Stamina each turn: +0.30 Maximum stamina: +11.00 Healing mod.: +11% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.iron gauntlets of magic (+2) (0 def, 1 armour) Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Mag Changes damage: +4% arcane 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. |
This item will automatically be transmogrified when you leave the level.iron helm 'Cobranull' (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +6% nature / +3% mind Changes resistances penetration: +5% mind / +5% arcane Changes damage: +15% nature Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.rough leather cap 'Dourwill' (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +1% Damage when hit (Melee): 4 darkness Changes stats: +1 Cun / +4 Wil Changes resistances penetration: +15% acid / +5% mind Infravision radius: +1 A cap made of leather. |
This item will automatically be transmogrified when you leave the level.Gloommonster (0 def, 2 armour, 17 block) Requires: - Shield usage training - Strength 11 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 1 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +2 Fatigue: +8% Changes resistances: +6% acid / +3% darkness / +6% fire / +6% cold / +6% lightning Changes damage: +3% darkness Talent granted: +1 Block 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. |
104 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. |
miner's iron pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
8 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level.brass lantern 'Bregesta' Infused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% blight / +3% all Changes resistances penetration: +10% acid Spell save: +6 (+3 eff.) Mental save: +9 (+9 eff.) Stun/Freeze immunity: +20% Only die when reaching: -20.00 life Light radius: +3 Infravision radius: +1 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. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
It Which WrithesPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con Fully Charged! Activating this item is instant. It can be used to reduce the duration of all detrimental effects Activation costs 10 power out of 10/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
This item will automatically be transmogrified when you leave the level.elm totem of healing [power 116] (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 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. |
7 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 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. |
11 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
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Mog the Skeleton Reaver level 12
9th Dusk 122nd year of Ascendancy at 06:26 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Mog the Skeleton Reaver level 10
2nd Flare 122nd year of Ascendancy at 02:38 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Mog the Skeleton Reaver level 13
32nd Dusk 122nd year of Ascendancy at 00:32 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Mog the Skeleton Reaver level 9
10th Mirth 122nd year of Ascendancy at 12:37 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Mog the Skeleton Reaver level 5
3rd Mirth 122nd year of Ascendancy at 19:02 see stats
Log
Gunsnake's Shoot hits Mog for (19 absorbed), 0 physical (0 total damage).
Mog misses Something.
Evasive Shots fires a retaliatory shot at Mog!
Mog misses Something.
Your shield crumbles under the damage!
The shield around Mog crumbles.
Mog is knocked back!
Gunsnake's Evasive Shots hits Mog for 34 physical damage.
Gunsnake's Evasive Shots hits Mog for (28 absorbed), 3 physical (3 total damage).
Mog shrugs off the effect 'Off-balance'!
Gunsnake's Beyond the Flesh hits Mog for 14 physical, 7 physical, 9 fire (30 total damage).
Something hits Mog for 47 physical damage.
Talent Dig is ready to use.
Talent Drain is ready to use.
Talent Rune: Blink is ready to use.
Gunsnake's armor corrodes!
Gunsnake's Shoot hits Mog for 21 physical damage.
Gunsnake's Shoot hits Mog for 22 physical damage.
Mog hits Gunsnake for (23 to psi shield), (17 flat reduction), 18 physical, (3 flat reduction), 0 lightning, (9 flat reduction), 0 blight, (2 flat reduction), 0 fire, (16 to psi shield), (17 flat reduction), 7 physical, (3 flat reduction), 0 lightning, (9 flat reduction), 0 blight (26 total damage).
Gunsnake is free from the decrepitude disease.
Gunsnake's Beyond the Flesh hits Mog for 12 physical, 7 physical, 9 fire (28 total damage).
Acid Splash from Mog hits Gunsnake for (1 to psi shield), (2 flat reduction), 0 acid (0 total damage).
Melee retaliation hits Gunsnake for (4 flat reduction), 0 light, (2 flat reduction), 0 blight, (1 flat reduction), 0 fire (0 total damage).
Weakness Disease from Mog hits Gunsnake for (7 flat reduction), 0 blight (0 total damage).
Gunsnake uses Telekinetic Smash.
Gunsnake hits Mog for 2 physical, 7 physical, 9 fire (18 total damage).
Melee retaliation hits Gunsnake for (4 flat reduction), 0 light, (2 flat reduction), 0 blight, (1 flat reduction), 0 fire, (4 flat reduction), 0 light, (2 flat reduction), 0 blight, (1 flat reduction), 0 fire (0 total damage).
Mog the level 15 skeleton reaver was roasted to death by Gunsnake on level 2 of Ruins of Kor'Pul.














































































