











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Ashes of Urh'Rok 1.6.7Official Expansion!Items Vault 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.7Official Expansion!Possessor Bonus Class 1.6.6Donators/Buyers bonus! Forbidden Cults 1.6.7Official 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 | Cornac |
| Class | Writhing One |
| Level / Exp | 22 / 45% |
| Size | medium |
| Lifes / Deaths | Killed by rogue at level 10 on the 9th Flare 122nd year of Ascendancy at 17:53 0 / 6Killed by The Possessed at level 12 on the 2nd Dusk 122nd year of Ascendancy at 17:56 Killed by war hound at level 20 on the 59th Dusk 122nd year of Ascendancy at 03:30 Killed by shadow at level 21 on the 62nd Dusk 122nd year of Ascendancy at 21:11 Killed by Porinne the black jelly at level 22 on the 66th Dusk 122nd year of Ascendancy at 14:43 Killed by Xymitha the vampire at level 22 on the 66th Dusk 122nd year of Ascendancy at 22:05 |
Primary Stats
| Strength | 43 (base 30) |
| Dexterity | 11 (base 10) |
| Constitution | 35 (base 25) |
| Magic | 65 (base 51) |
| Willpower | 18 (base 10) |
| Cunning | 15 (base 12) |
Resources
| Life | -13/788 |
| Insanity | 82/100 |
| Healing Factor | 1.3029268292683 |
| Regeneration | 8.1432926829267 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +11.09386761032% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 6 |
| See Stealth | 28.894014938291 |
| See Invisible | 31.894014938291 |
Offense: Mainhand
| Damage | 56 |
| Accuracy | 51 |
| Crit Chance | 6% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 51 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 18 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +25% |
| Nature | +27% |
| Temporal | +23% |
| Blight | +30% |
| Physical | +25% |
| Darkness | +38% |
| All | +15% |
Offense: Damage Penetration
| Temporal | +16% |
| Lightning | +18% |
| Darkness | +16% |
| All | +6% |
Defense: Base
| Armour (hardiness) | 21 (30%) |
| Defense | 8 |
| Ranged Defense | 8 |
| Fatigue | 11 |
| Physical Save | 35 |
| Spell Save | 32 |
| Mental Save | 38 |
Defense: Resistances
| Acid | + 16%( 70%) |
| Darkness | + 18%( 70%) |
| Temporal | + 18%( 70%) |
| Blight | + 19%( 70%) |
| Cold | + 30%( 70%) |
| Fire | + 17%( 70%) |
| All | + 11%( 70%) |
Defense: Immunities
| Stun Resistance | 51% |
| Pinning Resistance | 20% |
| Knockback Resistance | 20% |
| Disarm Resistance | 24% |
| Instadeath Resistance | 100% |
| Blind Resistance | 10% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 332 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 29% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 425 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 acid, 4 physical, 3 nature, 5 light |
Class Talents
| Demented / Friend of the worm | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Demented / Horrific body | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Controlled horrors | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Tentacles | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Path of horror | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 4/5 |
| Demented / Slow death | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 5/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Effects
| talent | Chaos Orbs |
| talent | Chant of Fortitude |
| detrimental effect | Renders a random talent unavailable. Talent cooldown is halved until the effect has worn off. Brainlocked |
| beneficial effect | The target's spellpower has been increased by 4. Spellsurge |
| beneficial effect | 2 pustules increasing resistance by 4%. Putrescent Pustule |
| detrimental effect | The target is terrified taking 5 mind and darkness damage per turn and increasing all their cooldowns by 36%. Terrified |
| beneficial effect | 5 stacks, +15% to all damage dealt. Chaos Orbs |
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 |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by assassin. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. The fortress's current energy level is: 2. | 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 AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed xorn fragment. * You've found the needed chunk of ghoul flesh. | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
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 within4 lumberjacks have died. | 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 | Vilenigh the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Effects on melee hit: * 10% chance to slow global speed by 37% Changes stats: +1 Dex / +3 Cun / +3 Con Changes damage: +12% nature Critical mult.: +10.00% Physical save: +12 (+6 eff.) Mental save: +13 (+5 eff.) Maximum psi: +20.00 See invisible: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | alchemist's lamp 'Eclipsestreak'Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 11% * 20% chance to reduce armor by 35% Damage when hit (Melee): 16 fire Changes stats: +5 Str / +2 Mag Changes resistances: +7% fire Reduces incoming crit damage: 15.00% Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Steel Helm of Garkul (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+6 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+5 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| Tool | extending ash totem of healing [power 176] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to heal yourself and all friendly characters within 10 spaces for 176 Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
| On fingers | conjurer's copper ring of tenacityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +4 Mag / +4 Wil Disarm immunity: +24% Pinning immunity: +20% Knockback immunity: +20% Maximum life: +23.00 Spellpower: +5 (+2 eff.) Rings can have magical properties. |
| On fingers | copper ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Life regen: +6.00 Maximum life: +43.00 Healing mod.: +12% Rings can have magical properties. |
| Around waist | rough leather belt of shieldingPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +5 It can be used to create a temporary shield that absorbs 206 damage Activation puts all charms on cooldown for 30 turns. A belt that goes around your waist. |
| In main hand | elemental dwarven-steel waraxe of shearing (121% power, 4 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 122% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 87 lightning damage (1/turn) When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +8 Changes resistances penetration: +12% lightning / +6% all Changes damage: +10% lightning One-handed war axes. |
| On hands | Crystle's Astral Bindings (0 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+1 eff.) Spell crit. chance: +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
| Main armor | cured leather armour of the deep (6 def, 6 armour)Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +6 (+6 eff.) Fatigue: +7% Changes resistances: +5% acid / +6% cold Allows you to breathe in: water A suit of armour made of leather. |
| Cloak | cashmere cloak 'Snowpride' (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +23 (+8 eff.) Defense: +2 (+2 eff.) Fatigue: -7% Changes stats: +2 Con Changes resistances: +15% cold Stamina each turn: +1.00 Maximum life: +58.00 Maximum stamina: +51.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | BetemiveaInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +9% blight Spell save: +3 (+1 eff.) Mental save: +3 (+2 eff.) Blindness immunity: +10% Amulets can have magical properties. |
Inventory
healing infusion of the warrior (heal 134; cd 12)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: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 134 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength 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. |
shielding rune (absorb 212; dur 4; cd 17)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: 24 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 212 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. |
gold amulet of magic (+4)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Mag Amulets can have magical properties. |
restful steel amulet of cunning (+4)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +4 Cun Life regen: +2.00 Amulets can have magical properties. |
serendipitous steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +7 (+7 eff.) Changes stats: +11 Lck Reduce all damage from unseen attackers: 11% Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level.Moldfame (120% power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 121% Range: 1.6x 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% When wielded/worn: Accuracy: +10 (+3 eff.) Defense: +9 (+9 eff.) Effects on melee hit: * 20% chance to slow global speed by 37% Damage when hit (Melee): 4 nature Changes resistances: +12% acid Changes resistances penetration: +25% nature Changes damage: +6% fire Disarm immunity: +32% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.fungal yew longbow Requires: - Dexterity 24 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +8 When wielded/worn: Changes stats: +2 Con Talent mastery: +0.15 Wild-gift / Fungus It can be used to regenerate 108 life over 5 turns Activation puts all charms on cooldown for 20 turns. Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.thorny mindstar (96% power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 96% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Mindpower: +6 (+4 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.hardened leather sling of cunning (+3) Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 When wielded/worn: Changes stats: +3 Cun Changes resistances penetration: +7% physical Slings are used to hurl stones or metal shots at your foes. |
Urthidig the Tidewolf (100% power, 2 apr, lightning element)Requires: - Magic 11 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +6 (+2 eff.) Physical crit. chance: +6.0% Physical power: +7 (+2 eff.) Changes resistances penetration: +40% cold Changes damage: +10% lightning / +12% cold / +6% nature Talent granted: +1 Command Staff Maximum pos.energy: +10.00 Maximum neg.energy: +10.00 Spellpower: +9 (+3 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
Blood-Letter (140% power, 4.5 apr)Requires: - Strength 40 - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 3 Power: 141% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Ice Breath (15% chance level 2). Damage conversion: 50% ice When wielded/worn: Armour: +20 Changes resistances penetration: +20% cold Ice block penetration: +25% A hand axe carved out of the most frozen parts of the northern wasteland. This item has been sent to the Item's Vault. |
This item will automatically be transmogrified when you leave the level.Glosetha the dwarven-steel waraxe (132% power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 132% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances: +12% acid / +6% temporal / +6% blight Mental save: +9 (+4 eff.) Equilibrium when hit: +0.12 One-handed war axes. |
This item will automatically be transmogrified when you leave the level.acidic dwarven-steel waraxe of paradox (125% power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 125% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 145 damage over 5 turns and reducing armor and accuracy by 19 Damage (Melee): +8 temporal When wielded/worn: Changes resistances: +5% temporal One-handed war axes. |
Eilinowe the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 35% Changes resistances: +5% arcane Changes damage: +9% acid Life regen: +0.70 Healing mod.: +11% A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.hardened leather belt 'Aeregorn' Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Dex / +5 Cun / +7 Lck Changes resistances: +5% arcane / +6% mind Reduces incoming crit damage: 10.00% Trap disarming bonus: +7 Stealth bonus: +8 Disarm immunity: +20% Stun/Freeze immunity: +20% Infravision radius: +4 Healing mod.: +5% A belt that goes around your waist. |
spiritwalker's hardened leather belt of mageryPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +8 Mag / +5 Wil Mana each turn: +0.31 Maximum mana: +31.00 Spell crit. chance: +4% A belt that goes around your waist. |
Aramira (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Cun / +2 Dex Changes resistances: +6% nature / +5% arcane Reduces incoming crit damage: 5.00% Stun/Freeze immunity: +10% Knockback immunity: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of Eldoral (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Cun / +1 Dex A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Emyrelrarin the Tundralace (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Damage when hit (Melee): 6 cold Changes stats: +1 Str Changes resistances: +6% fire / +5% cold Changes resistances penetration: +15% mind Changes damage: +3% cold Equilibrium when hit: +0.08 A pair of boots made of leather. |
pair of iron boots of rushing (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +2 Str / +2 Con It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Murkjeer the hardened leather gloves (0 def, 8 armour)Powered by arcane forces Infused by nature 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +8 Damage (Melee): 6 acid / 6 physical Changes stats: +3 Mag Changes resistances: +6% acid Changes damage: +3% acid / +6% physical / +3% arcane / +3% nature Spellpower: +15 (+5 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% 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. |
brawler's dwarven-steel gauntlets of the starseeker (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Changes stats: +4 Str / +3 Dex / +3 Mag / +3 Cun Changes resistances: +6% light / +6% darkness Talent cooldown: Double Strike (-1 turn) Physical save: +7 (+4 eff.) Infravision radius: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 85.58 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets of strength (+3) (0 def, 1 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +7 (+2 eff.) Armour: +1 Fatigue: +1% Changes stats: +3 Str 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. |
Hellshunt (0 def, 4 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +7 Str / +8 Dex / +1 Wil / +3 Cun / +3 Con Changes resistances: +6% fire / +18% darkness / -20% light Changes damage: +3% mind Mental save: +12 (+5 eff.) Equilibrium when hit: +0.16 Infravision radius: +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Yvemiriada the Furnaceravager (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 4 mind Changes stats: +8 Con Changes resistances: +3% fire Changes damage: +6% fire Reduces incoming crit damage: 15.00% A cap made of leather. |
rough leather cap 'Cobrabearer' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +15 (+5 eff.) Physical power: +5 (+2 eff.) Armour: +3 Fatigue: +1% Damage when hit (Melee): 6 nature Changes stats: +3 Con Changes damage: +3% nature Physical save: +11 (+5 eff.) A cap made of leather. |
Brandserpent the iron mail armour (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +12% Changes resistances: +3% lightning / +6% fire / +6% mind / +3% cold Changes damage: +12% fire Spell save: +3 (+1 eff.) Mental save: +11 (+4 eff.) A suit of armour made of mail. |
Smolderripper (2 def, 6 armour)Requires: - Heavy armour training - Strength 20 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+2 eff.) Fatigue: +12% Changes resistances: +5% arcane / +12% temporal / +3% nature / +6% darkness Changes resistances penetration: +15% fire Maximum life: +25.00 A suit of armour made of mail. |
rejuvenating dwarven-steel mail armour of fire resistance (3 def, 8 armour)Requires: - Heavy armour training - Strength 28 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+3 eff.) Fatigue: +12% Changes resistances: +15% fire Life regen: +2.90 Stamina each turn: +1.10 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.marauder's hardened leather armour (13 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +13 (+12 eff.) Fatigue: +8% Changes stats: +4 Str / +5 Dex Physical save: +7 (+4 eff.) A suit of armour made of leather. |
5 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. |
3 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+6 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+6 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Aeruhell the Shimmerstoker (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Wil Changes damage: +6% mind Critical mult.: +5.00% Mental crit. chance: +3% Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
scorching brass lantern of healthPowered by arcane forces Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 11 fire Changes resistances: +5% fire Maximum life: +41.00 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. |
Imp ClawPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 9 power out of 9/9) : Effective talent level: 2.0 Power cost: 9 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 164.28 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
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. |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
Gyrebreba the Ravensun [power 105] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +3% acid / +6% darkness Changes damage: +9% darkness Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to blast the opponent's mind dealing 121 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
2 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. |
6 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. |
4 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. |
10 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
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By FEMA Nightmare the Cornac Writhing One level 22
63rd Dusk 122nd year of Ascendancy at 02:08 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By FEMA Nightmare the Cornac Writhing One level 10
1st Flare 122nd year of Ascendancy at 14:38 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By FEMA Nightmare the Cornac Writhing One level 21
62nd Dusk 122nd year of Ascendancy at 16:51 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By FEMA Nightmare the Cornac Writhing One level 22
63rd Dusk 122nd year of Ascendancy at 02:32 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By FEMA Nightmare the Cornac Writhing One level 10
1st Flare 122nd year of Ascendancy at 14:36 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By FEMA Nightmare the Cornac Writhing One level 20
55th Dusk 122nd year of Ascendancy at 04:33 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By FEMA Nightmare the Cornac Writhing One level 9
4th Mirth 122nd year of Ascendancy at 05:53 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By FEMA Nightmare the Cornac Writhing One level 22
63rd Dusk 122nd year of Ascendancy at 02:08 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By FEMA Nightmare the Cornac Writhing One level 9
6th Mirth 122nd year of Ascendancy at 04:32 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By FEMA Nightmare the Cornac Writhing One level 20
56th Dusk 122nd year of Ascendancy at 04:47 see stats
Log
Something leeches life from FEMA Nightmare!
Terrified from Xymitha the vampire hits FEMA Nightmare for 5 mind, 4 darkness (9 total damage).
Terrified from Xymitha the vampire hits FEMA Nightmare for 5 mind, 4 darkness (9 total damage).
Curse of Death from Worm that walks (servant of FEMA Nightmare) hits Xymitha the vampire for (5 deflected), 6 darkness (6 total damage).
Carrion worm mass's wormblight area effect hits Xymitha the vampire for (11 deflected), 13 blight (13 total damage).
Carrion worm mass's wormblight area effect hits Xymitha the vampire for (11 deflected), 13 blight (13 total damage).
Xymitha the vampire uses Willful Strike.
Xymitha the vampire leeches life from FEMA Nightmare!
Xymitha the vampire hits FEMA Nightmare for 198 physical damage.
Xymitha the vampire receives 14 healing from FEMA Nightmare.
Terrified from Xymitha the vampire hits FEMA Nightmare for 5 mind, 4 darkness (9 total damage).
Carrion worm mass's wormblight area effect hits Xymitha the vampire for (11 deflected), 13 blight (13 total damage).
Curse of Death from Worm that walks (servant of FEMA Nightmare) hits Xymitha the vampire for (5 deflected), 6 darkness (6 total damage).
Xymitha the vampire uses Reproach.
Xymitha the vampire hits FEMA Nightmare for 155 mind damage.
Terrified from Xymitha the vampire hits FEMA Nightmare for 2 mind, 4 darkness (6 total damage).
Xymitha the vampire is no longer cursed.
Xymitha the vampire performs a diseased attack against FEMA Nightmare.
FEMA Nightmare resists Xymitha the vampire's 'Rotting Disease'!
Xymitha the vampire hits FEMA Nightmare for 93 mind damage.
Melee retaliation hits Xymitha the vampire for (5 deflected), 6 fire, (7 deflected), 7 fire (13 total damage).
FEMA Nightmare the level 22 cornac writhing one was mindraped to death by Xymitha the vampire on level 1 of Ruined Dungeon.
FEMA Nightmare deactivates Chaos Orbs.
FEMA Nightmare is no longer terrified
FEMA Nightmare deactivates Chant of Fortitude.
FEMA Nightmare is no longer surging arcane power.







































































































