











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Exploration |
| Sex | Female |
| Race | Shalore |
| Class | Skirmisher |
| Level / Exp | 28 / 16% |
| Size | medium |
| Lifes / Deaths | Killed by Spellblaze Crystal at level 2 on the 75th Pyre 122nd year of Ascendancy at 19:51 / 32Killed by corrupted sandworm at level 18 on the 1st Time of Equilibrium 122nd year of Ascendancy at 16:20 Killed by corrupted sandworm at level 18 on the 1st Time of Equilibrium 122nd year of Ascendancy at 16:33 Killed by corrupted protosentient globula at level 20 on the 27th Haze 122nd year of Ascendancy at 05:08 Killed by corrupted protosentient globula at level 20 on the 27th Haze 122nd year of Ascendancy at 05:38 Killed by Emeluta the Blightborn at level 20 on the 27th Haze 122nd year of Ascendancy at 06:36 Killed by Emeluta the Blightborn at level 20 on the 27th Haze 122nd year of Ascendancy at 07:14 Killed by Urkis, the High Tempest at level 21 on the 37th Haze 122nd year of Ascendancy at 16:00 Killed by Moving yew starstaff of protection at level 23 on the 9th Regrowth 123rd year of Ascendancy at 00:14 Killed by Animated shimmering yew starstaff of might at level 24 on the 9th Regrowth 123rd year of Ascendancy at 15:43 Killed by Chronolith Clone at level 25 on the 17th Regrowth 123rd year of Ascendancy at 09:36 Killed by elven blood mage at level 26 on the 21st Regrowth 123rd year of Ascendancy at 23:39 Killed by Aerudheba the awoken tentacle tree at level 26 on the 22nd Regrowth 123rd year of Ascendancy at 03:08 Killed by Aerudheba the awoken tentacle tree at level 26 on the 22nd Regrowth 123rd year of Ascendancy at 05:14 Killed by elven cultist at level 26 on the 22nd Regrowth 123rd year of Ascendancy at 15:50 Killed by elven blood mage at level 26 on the 22nd Regrowth 123rd year of Ascendancy at 21:11 Killed by Grand Corruptor at level 26 on the 23rd Regrowth 123rd year of Ascendancy at 00:01 Killed by Grand Corruptor at level 26 on the 23rd Regrowth 123rd year of Ascendancy at 00:48 Killed by Grand Corruptor at level 26 on the 23rd Regrowth 123rd year of Ascendancy at 01:55 Killed by elven corruptor at level 26 on the 25th Regrowth 123rd year of Ascendancy at 00:51 Killed by elven corruptor at level 26 on the 25th Regrowth 123rd year of Ascendancy at 01:31 Killed by elven blood mage at level 26 on the 25th Regrowth 123rd year of Ascendancy at 11:07 Killed by elven cultist at level 26 on the 25th Regrowth 123rd year of Ascendancy at 12:07 Killed by elven cultist at level 26 on the 25th Regrowth 123rd year of Ascendancy at 18:02 Killed by elven cultist at level 26 on the 25th Regrowth 123rd year of Ascendancy at 23:02 Killed by elven blood mage at level 26 on the 26th Regrowth 123rd year of Ascendancy at 17:22 Killed by Kryl-Feijan at level 27 on the 26th Regrowth 123rd year of Ascendancy at 22:38 Killed by Kryl-Feijan at level 27 on the 26th Regrowth 123rd year of Ascendancy at 23:00 Killed by elven corruptor at level 27 on the 27th Regrowth 123rd year of Ascendancy at 02:22 Killed by elven corruptor at level 27 on the 27th Regrowth 123rd year of Ascendancy at 03:15 Killed by elven tempest at level 27 on the 27th Regrowth 123rd year of Ascendancy at 08:56 Killed by Celia at level 27 on the 30th Regrowth 123rd year of Ascendancy at 06:41 |
Primary Stats
| Strength | 21 (base 18) |
| Dexterity | 78 (base 60) |
| Constitution | 14 (base 10) |
| Magic | 12 (base 10) |
| Willpower | 28 (base 11) |
| Cunning | 63 (base 44) |
Resources
| Life | 477/510 |
| Stamina | 159/191 |
| Healing Factor | 1.1372895330003 |
| Regeneration | 2.5589014492507 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +95.238095238095% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 5 |
| See Stealth | 41.423963940317 |
| See Invisible | 51.423963940317 |
Offense: Mainhand
| Damage | 97 |
| Accuracy | 64 |
| Crit Chance | 32% |
| APR | 2 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 17 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Mind
| Mindpower | 41 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +13% |
| Light | +19% |
| Cold | +70% |
| Lightning | +10% |
| Fire | -7% |
| All | 0% |
Offense: Damage Penetration
| Blight | +20% |
| Lightning | +5% |
| Fire | +5% |
Defense: Base
| Armour (hardiness) | 36 (63.594633868923%) |
| Defense | 59 |
| Ranged Defense | 59 |
| Fatigue | 10.923805221685 |
| Physical Save | 18 |
| Spell Save | 17 |
| Mental Save | 43 |
Defense: Resistances
| Acid | + 26%( 70%) |
| Physical | + 1%( 70%) |
| Cold | + 70%( 70%) |
| All | 0%( 70%) |
| Darkness | + 20%( 70%) |
| Light | + 33%( 70%) |
| Temporal | + 6%( 70%) |
| Lightning | + 25%( 70%) |
| Fire | + 12%( 70%) |
| Nature | + 39%( 70%) |
Defense: Immunities
| Disarm Resistance | 20% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 10% |
| Stun Resistance | 0% |
| Pinning Resistance | 50% |
| Poison Resistance | 50% |
| Blind Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 485% 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 Willpower stat. |
| 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 85 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| 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 295 life over 5 turns. Its effects scale with your Cunning stat. |
Class Talents
| Cunning / Poisons | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Called Shots | 1.50 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Buckler Training | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 3/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Pace Yourself |
| talent | Counter Shot |
| talent | Apply Poison |
| talent | Trained Reactions |
| beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage. Frozen Ground |
| detrimental effect | Zone-wide effect: Air decreases over time. If you run out of air you will start losing life. Look for bubbles to recover air. The water also reduces stun resistance by 10% and fire damage is reduced by 10%, however cold damage is increased by 10%. Underwater Zone |
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 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 |
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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Scintillating Caves. Escort: lone alchemist (level 2 of Scintillating Caves)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved Dexterity 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 Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 stoneskin. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed minotaur nose. * You've found the needed bear paw. | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 within9 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Frost Treads (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Quiver | Arumaneg the pouch of steel shots (35/35, 126% power, 2 apr)Requires: - Dexterity 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 2 Power: 127% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +9 Armour Penetration: +2 Crit. chance: +4.5% Capacity: 35 On weapon hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 135 physical damage Travel speed: +200% Damage (Ranged): +8 mind Damage (radius 1) on hit: +4 mind Damage (radius 2) on crit: +16 acid / +12 mind When wielded/worn: Ammo reloads per turn: +1 Shots are used with slings to pummel your foes to death. |
| Light source | Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(81 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 15 power out of 30/30) : Effective talent level: 1.0 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 39.26 to 117.78 lightning damage (78.52 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
| On hands | Bethyrina the Phoenixream (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 cold Changes resistances: +9% fire / +3% light / +5% cold Changes resistances penetration: +5% lightning / +5% fire Changes damage: +3% fire / +3% cold Life regen: +2.00 Only die when reaching: -40.00 life When used to modify unarmed attacks: Power: 96% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Ice Breath (10% chance level 1). Damage (radius 2) on crit: +6 ice Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | Demonbraze the gold ringInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 15% chance to reduce all saves and defense by 26 * 20% chance to reduce damage dealt by 22% Damage (Melee): 23 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 26 Damage (Ranged): 11 physical Changes stats: +5 Wil / +6 Cun / +3 Con Changes resistances: +6% temporal / +24% cold Changes resistances penetration: +20% blight Changes damage: +12% cold Mental save: +10 (+3 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +9.00 Light radius: +3 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
| On fingers | Tugarim the GlimmerbaitInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Cun Changes resistances: +26% acid Changes damage: +13% acid / +9% light Mental save: +3 (+1 eff.) Maximum psi: +20.00 Mindpower: +15 (+5 eff.) Mental crit. chance: +1% Rings make your fingers look great! |
| Around neck | Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Blindness immunity: +100% Spellpower: +5 (+4 eff.) See invisible: +10 It can be used to summon an elder vampire with Taunt to your side for 15 turns Activation costs 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
| In main hand | Lelosta the rough leather slingRequires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 1 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +6 Damage (radius 2) on crit: +8 temporal When wielded/worn: Physical power: +6 (+2 eff.) Defense: +10 (+3 eff.) Changes stats: +1 Str Changes resistances: +3% fire / +9% nature / +9% cold Physical save: +6 (+4 eff.) Slings are used to hurl stones or metal shots at your foes. |
| Around waist | NerorerinInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +1% physical Reduces incoming crit damage: 10.00% Spell save: +3 (+3 eff.) Disease immunity: +10% Disarm immunity: +20% Maximum life: +36.00 A belt that goes around your waist. |
| In off hand | Wrathroot's Barkwood (9 def, 10 armour, 128% power, 60 block)Requires: - Shield usage training - Cunning 25 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Power: 128% Range: 1.4x Uses stat: 150% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.0% Block value: +60 When wielded/worn: Armour: +10 Defense: +9 (+2 eff.) Fatigue: +14% Changes resistances: +20% cold / +20% darkness / +20% nature Talent granted: +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
| Cloak | Durydin (6 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +20 (+7 eff.) Armour: +6 Defense: +6 (+2 eff.) Changes stats: +1 Con Changes resistances: +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Eel-skin armour (16 def, 0 armour)Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Defense: +16 (+4 eff.) Fatigue: +2% Changes stats: +3 Cun / +2 Dex Changes resistances: +15% lightning Poison immunity: +50% Pinning immunity: +50% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 25 power out of 50/50) : Effective talent level: 2.0 Power cost: 25 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 52.87 to 158.61 lightning damage (105.74 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
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. |
Rune of Dissipation ( )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: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. 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. |
Rune of the Rift (262.00 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 262.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level.shielding rune (absorb 153; dur 3; cd 14) 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: 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 153 damage for 3 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. |
Xeressra the gold amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +7 (+2 eff.) Fatigue: -6% Changes stats: +6 Dex / +4 Cun / +9 Con / +14 Lck Changes resistances: +3% blight Changes damage: +6% mind Life regen: +2.00 Stamina each turn: +0.50 Mental crit. chance: +4% Movement speed: +10% Reduce all damage from unseen attackers: 12% Amulets make your neck look great! |
insulating copper amulet of cunning (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Cun Changes resistances: +11% fire / +11% cold Amulets make your neck look great! |
marksman's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Rings make your fingers look great! |
titan's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+3 eff.) Rings make your fingers look great! |
titan's steel ring of clarityInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+3 eff.) Mental save: +5 (+1 eff.) Confusion immunity: +22% Rings make your fingers look great! |
warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings make your fingers look great! |
Umbral Razor (129% power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Power: 129% Range: 1.3x Uses stats: 50% Dex, 15% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 57.45 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Golden Three-Edged Sword 'The Truth' (160% power, 9 apr)Requires: - Willpower 18 - Cunning 18 - Strength 18 Infused by psionic forces 12.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 161% Range: 1.6x Uses stat: 129% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +9 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 9% chance to stun or confuse the target Damage (Melee): +49 light / +49 darkness The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
Ce'Nariarawen the TempesttrencherRequires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 1 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +6 On weapon hit: * 20% chance to reduce all saves and defense by 26 Damage (Ranged): +12 lightning / +12 fire Damage (radius 1) on hit: +16 lightning When wielded/worn: Physical power: +6 (+2 eff.) Effects on ranged hit: * 20% chance to reduce all saves and defense by 26 Changes stats: +2 Str Slings are used to hurl stones or metal shots at your foes. |
GalebiterRequires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 Damage (Ranged): +8 lightning Damage (radius 1) on hit: +8 lightning When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +2 Str Changes damage: +12% mind / +18% blight Mana each turn: +0.16 Mana when firing critical spell: +2.00 Slings are used to hurl stones or metal shots at your foes. |
caustic rough leather slingRequires: - Dexterity 11 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 1 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +6 Damage (radius 2) on crit: +7 acid / +5 nature When wielded/worn: Armour penetration: +6 Changes resistances penetration: +5% acid / +5% nature Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.Deepsresolve (111% power, 3 apr, fire element) Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x 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: Physical power: +20 (+7 eff.) Defense: +8 (+2 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 22% Changes stats: +3 Dex Changes resistances: +12% light Changes resistances penetration: +15% darkness Changes damage: +15% fire Talent granted: +1 Command Staff Spellpower: +6 (+4 eff.) Spell crit. chance: +2% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 68.74 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Gravitational Staff (136% power, 8 apr, physical element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Gravity pin Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +8 Attack speed: 100% When wielded/worn: Changes resistances: +15% physical Changes damage: +20% physical / +10% temporal Talent masteries: +0.10 Chronomancy / Gravity +0.10 Chronomancy / Matter +0.10 Spell / Earth Spellpower: +25 (+14 eff.) Spell crit. chance: +7% It can be used to activate talent Gravity Spike (costing 14 power out of 14/14) : Effective talent level: 3.0 Power cost: 14 out of 14/14. Range: 6 Travel Speed: instantaneous Is: a spell Description: Creates a gravity spike in a radius of 3 that moves all targets towards the spell's center and inflicts 57.43 physical (gravity) damage. Each target moved beyond the first increases the damage by 7.18 (up to a maximum of 28.71 bonus damage). Targets take reduced damage the further they are from the epicenter (20% less per tile). The damage dealt will scale with your Spellpower. Time and Space seem to warp and bend around the massive tip of this stave. |
This item will automatically be transmogrified when you leave the level.elemental dwarven-steel waraxe (121% power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 122% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 21 lightning damage (1/turn) When wielded/worn: Changes resistances penetration: +19% lightning Changes damage: +10% lightning One-handed war axes. |
This item will automatically be transmogrified when you leave the level.elemental dwarven-steel waraxe (123% power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 123% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 21 lightning damage (1/turn) When wielded/worn: Changes resistances penetration: +7% lightning Changes damage: +11% lightning One-handed war axes. |
Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+3 eff.) Damage when hit (Melee): 10 cold Changes resistances: +7% all / +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent masteries: +0.30 Spell / Glacial waste +0.30 Spell / Rime wraith +0.30 Spell / Water +0.30 Spell / Frost alchemy +0.30 Spell / Grave +0.30 Spell / Ice Spellpower: +5 (+4 eff.) Movement speed: +15% Talent on hit(spell): Water Jet (5% chance level 1). This deep blue robe flows and ripples as if pushed by an invisible tide. |
Adeldarevena the Lightningwisp (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +3% lightning / +6% fire / +3% nature / +6% cold Disease immunity: +20% Healing mod.: +15% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.stealthy pair of hardened leather boots (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +10 Lck / +4 Dex Stealth bonus: +5 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.Gleamfoe the dwarven-steel helm (6 def, 10 armour) Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +7 (+2 eff.) Armour: +10 Defense: +6 (+2 eff.) Fatigue: +4% Changes stats: +4 Str / +7 Wil / +3 Cun Changes resistances: +6% temporal / +7% physical / +9% light / +3% all Changes resistances penetration: +10% light Physical save: +14 (+8 eff.) Mindpower: +3 (+1 eff.) 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. |
Rogue Plight (6 def, 7 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +7 Defense: +6 (+2 eff.) Fatigue: +7% Changes stats: +5 Wil / +4 Con Changes resistances: +35% nature Reduces incoming crit damage: 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
Borfast's Cage (10 def, 20 armour)Requires: - Massive armour training - Strength 35 Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +10 (+3 eff.) Fatigue: +24% Changes stats: +5 Con Changes resistances: -15% acid / +15% physical Reduces opponents crit chance: 20% Physical save: +15 (+8 eff.) Knockback immunity: +30% Life regen: +2.00 Maximum life: +50.00 Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
This item will automatically be transmogrified when you leave the level.coruscating steel shield (0 def, 4 armour, 112% power, 39.5 block) Requires: - Shield usage training - Cunning 16 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Power: 112% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +40 Damage (Melee): +11 fire When wielded/worn: Armour: +4 Fatigue: +8% Damage when hit (Melee): 4 fire Changes stats: +2 Str Changes resistances: +12% fire Talent granted: +1 Block Handheld deflection devices. |
241 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. |
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. |
This item will automatically be transmogrified when you leave the level.evasive yew wand of shielding [power 230] (20 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to create a shield absorbing up to 230 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Gain a 10% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Bringer of Doom (Exploration mode)
Killed a Bringer of Doom.By Shahroni the Shalore Skirmisher level 26
23rd Regrowth 123rd year of Ascendancy at 20:45 see stats
Curse Lifter (Exploration mode)
Killed Ben Cruthdar the Cursed.By Shahroni the Shalore Skirmisher level 14
51st Dusk 122nd year of Ascendancy at 22:02 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By Shahroni the Shalore Skirmisher level 17
74th Dusk 122nd year of Ascendancy at 16:08 see stats
Eye of the storm (Exploration mode)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Shahroni the Shalore Skirmisher level 22
39th Haze 122nd year of Ascendancy at 12:52 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Shahroni the Shalore Skirmisher level 10
10th Flare 122nd year of Ascendancy at 23:16 see stats
Level 20 (Exploration mode)
Got a character to level 20.By Shahroni the Shalore Skirmisher level 20
26th Haze 122nd year of Ascendancy at 00:38 see stats
Size matters (Exploration mode)
Did over 600 damage in one attack.By Shahroni the Shalore Skirmisher level 21
37th Haze 122nd year of Ascendancy at 15:45 see stats
The Arena (Exploration mode)
Unlocked Arena mode.By Shahroni the Shalore Skirmisher level 9
4th Flare 122nd year of Ascendancy at 20:05 see stats
The Right thing to do (Exploration mode)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Shahroni the Shalore Skirmisher level 22
2nd Regrowth 123rd year of Ascendancy at 16:56 see stats
The secret city (Exploration mode)
Discovered the truth about mages.By Shahroni the Shalore Skirmisher level 13
42nd Dusk 122nd year of Ascendancy at 09:19 see stats
The sky is falling! (Exploration mode)
Saw a huge meteor falling from the sky.By Shahroni the Shalore Skirmisher level 16
68th Dusk 122nd year of Ascendancy at 22:36 see stats
Thralless (Exploration mode)
Freed at least 30 enthralled slaves in the slavers' compound.By Shahroni the Shalore Skirmisher level 22
2nd Regrowth 123rd year of Ascendancy at 02:15 see stats
Treasure Hoarder (Exploration mode)
Amassed 3000 gold pieces.By Shahroni the Shalore Skirmisher level 26
24th Regrowth 123rd year of Ascendancy at 00:27 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By Shahroni the Shalore Skirmisher level 18
75th Dusk 122nd year of Ascendancy at 18:48 see stats
Log
You collect a new ingredient: vial of squid ink (1).
Bleeding from Shahroni hits Squid for 53 physical damage.
Bleeding from Shahroni killed Squid!
You notice a trap (water jet)!
Shahroni fails to disarm a trap (water jet).
Shahroni triggers a water jet!
Ran for 8 turns (stop reason: taken damage).
Water jet hits Shahroni for (25 flat reduction), 44 physical (44 total damage).
Ink squid projects ink!
Shahroni avoids the blinding ink!
Shahroni uses Kill Shot.
You collect a new ingredient: vial of squid ink (1).
Shahroni snipes Ink squid (+141% weapon bonus for range)!
Shahroni's Kill Shot hits Ink squid for 383 physical damage.
Shahroni's Kill Shot killed Ink squid!
Saving game...
Saving done.
Shahroni deactivates Counter Shot.
Shahroni activates Counter Shot.
Shahroni deactivates Trained Reactions.
Shahroni activates Trained Reactions.
Shahroni deactivates Apply Poison.
Shahroni activates Apply Poison.
Shahroni deactivates Pace Yourself.
Shahroni activates Pace Yourself.
Saving game...
Saving done.
























































































