











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| 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:
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.
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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Mage Knight 1.7.0Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Storm Knight |
| Level / Exp | 35 / 78% |
| Size | big |
| Lifes / Deaths | Killed by Zubymitta the deformed giant venus flytrap at level 11 on the 6th Dusk 122nd year of Ascendancy at 02:44 0 / 8Killed by Yvyda the deformed giant venus flytrap at level 11 on the 6th Dusk 122nd year of Ascendancy at 11:39 Killed by Cyravea the broken golem at level 26 on the 64th Dusk 122nd year of Ascendancy at 01:57 Killed by Salythra the minotaur at level 27 on the 64th Dusk 122nd year of Ascendancy at 06:22 Killed by worm that walks at level 27 on the 65th Dusk 122nd year of Ascendancy at 12:14 Killed by armoured skeleton warrior at level 35 on the 15th Regrowth 123rd year of Ascendancy at 18:25 Killed by Grand Corruptor at level 35 on the 15th Regrowth 123rd year of Ascendancy at 19:38 Killed by Layildabeth the ghoul at level 35 on the 16th Regrowth 123rd year of Ascendancy at 21:59 |
Primary Stats
| Strength | 25 (base 10) |
| Dexterity | 78 (base 60) |
| Constitution | 18 (base 10) |
| Magic | 65 (base 60) |
| Willpower | 36 (base 27) |
| Cunning | 22 (base 10) |
Resources
| Life | -260/869 |
| Essence | 88/100 |
| Healing Factor | 1.5311363549267 |
| Regeneration | 38.661192961899 |
Speed
| Mental | +12% |
| Attack | +8% |
| Movement | +10% |
| Spell | +8% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 2 |
Offense: Mainhand
| Damage | 81 |
| Accuracy | 69 |
| Crit Chance | 32% |
| APR | 31 |
| Speed | 0.89 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 48 |
| Crit Chance | 16% |
| Speed | 0.92592592592593 |
| Cooldown Reduction | 8 |
Offense: Mind
| Mindpower | 41 |
| Crit Chance | 19% |
| Speed | 0.92592592592593 |
Offense: Damage Bonus
| Lightning | +7% |
| Light | +11% |
| Blight | +35% |
| Physical | +10% |
| Acid | +14% |
| All | +2% |
Offense: Damage Penetration
| Darkness | +23% |
| Light | +15% |
| Temporal | +22% |
| Physical | +34% |
| Lightning | +49% |
| All | +10% |
Defense: Base
| Armour (hardiness) | 48 (57.5%) |
| Defense | 84 |
| Ranged Defense | 84 |
| Fatigue | 25 |
| Physical Save | 42 |
| Spell Save | 45 |
| Mental Save | 47 |
Defense: Resistances
| Acid | + 36%( 70%) |
| Blight | + 32%( 70%) |
| Physical | + 24%( 66%) |
| Cold | + 3%( 70%) |
| All | 0%( 70%) |
| Darkness | + 38%( 70%) |
| Light | + 6%( 70%) |
| Temporal | + 15%( 70%) |
| Lightning | + 56%( 82%) |
| Mind | + 18%( 70%) |
| Nature | + 19%( 70%) |
Defense: Immunities
| Pinning Resistance | 63% |
| Teleport Resistance | 20% |
| Confusion Resistance | 39% |
| Disarm Resistance | 0% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Silence Resistance | 31% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 403 life over 5 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 57 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. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 170 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 287 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
| Spell / Wizard Knight | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Storm Walker | 1.00 |
| 5/5 |
| 5/5 |
| 3/5 |
| 2/5 |
| Spell / Storm Warrior | 1.00 |
| 2/5 |
| 1/5 |
| 5/5 |
| 4/5 |
| Spell / Storm Invocation | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Spell / Dancing Weapon | 1.00 |
| 5/5 |
| 3/5 |
| 5/5 |
| 1/5 |
Generic Talents
| Technique / Weapons Master | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Flexible Combat Training | 1.16 |
| 3/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Spell / Arcana | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Technique / Combat Casting | 1.16 |
| 5/5 |
| 5/5 |
| 2/5 |
| 2/5 |
Prodigies
| 1/1 |
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 |
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 successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You failed to protect the worried loremaster from death by Layaleba the grave wight. Escort: worried loremaster (level 1 of Dreadfell) | failed |
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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the 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 shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 542. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed pouch of faeros ash. * You've found the needed vial of wight ectoplasm. | active |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 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 | Arcworth the pair of hardened leather boots (0 def, 8 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +8 Damage when hit (Melee): 2 blight Changes resistances: +17% darkness / +15% temporal Changes resistances penetration: +15% lightning / +12% temporal / +13% darkness Changes damage: +18% blight Silence immunity: +31% Confusion immunity: +29% Stun/Freeze immunity: +34% Infravision radius: +2 Defense after a teleport: +18 Resist all after a teleport: +13% New effects duration reduction after a teleport: +18% A pair of boots made of leather. |
| Light source | Gykira the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Changes resistances: +3% blight Physical save: +6 (+2 eff.) Teleport immunity: +20% Only die when reaching: -20.00 life Maximum life: +20.00 Light radius: +3 Healing mod.: +10% 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 | Dawntrencher the dwarven-steel helm (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: +4 Str / +4 Con Changes resistances: +8% nature / +6% light Changes damage: +15% blight Spell save: +6 (+2 eff.) Maximum life: +61.00 Healing mod.: +11% It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 103.7 Physical damage. If the attack hits, the target is confused (43% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | voratun gauntlets 'Dazzlethorn' (0 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 4 acid Changes resistances: +15% acid / +15% mind Changes damage: +9% light / +12% acid Life regen: +6.00 Stamina each turn: +1.60 Maximum stamina: +30.00 When used to modify unarmed attacks: Base power: 30.0 - 42.0 Uses stats: 0% Str, 0% Dex, 120% Mag, 0% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Nightmare (10% chance level 5). Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Snowenvy (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +6 Defense: +15 (+3 eff.) Changes stats: +3 Str Changes resistances: +3% lightning / +3% cold / +3% mind / +9% acid Disease immunity: +10% Stun/Freeze immunity: +20% When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 4.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
| On fingers | steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Stun/Freeze immunity: +31% Life regen: +1.00 Rings make your fingers look great! |
| On fingers | Elobeth the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +25 (+5 eff.) Changes stats: +5 Cun / +3 Dex Changes resistances: +3% acid Stun/Freeze immunity: +10% Maximum life: +60.00 Maximum stamina: +30.00 Rings make your fingers look great! |
| Around neck | ZerevorInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +11 Physical crit. chance: +4.0% Physical power: +5 (+2 eff.) Changes stats: +1 Dex / +4 Con Talent masteries: +0.16 Technique / Flexible Combat Training +0.16 Technique / Combat Casting Critical mult.: +12.00% Only die when reaching: -40.00 life Amulets make your neck look great! |
| In main hand | Gloratha (38-52 power, 5 apr)Requires: - Magic 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 4 Base power: 37.5 - 52.5 Uses stats: 100% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +25 cold When wielded/worn: Accuracy: +13 (+4 eff.) Armour penetration: +9 Physical crit. chance: +11.0% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 24 Changes stats: +4 Wil Changes resistances penetration: +10% all Hate when firing a critical mind attack: +2.00 Mindpower: +10 (+3 eff.) Blunt and deadly. |
| Around waist | CametohekCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+1 eff.) Defense: +15 (+3 eff.) Changes stats: +1 Str Changes damage: +3% physical Spell save: +6 (+2 eff.) Stamina each turn: +1.00 Only die when reaching: -60.00 life Maximum stamina: +20.00 Size category: +1 A belt that goes around your waist. |
| In off hand | swashbuckler's voratun shield of earthen fury (0 def, 14 armour, 73-88 power, 192 block)Requires: - Shield usage training - Magic 48 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 73.0 - 87.6 Uses stats: 100% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +192 On weapon hit: * Deal physical damage equal to your armor (48) When wielded/worn: Accuracy: +11 (+3 eff.) Armour: +14 Fatigue: +8% Changes stats: +7 Str / +4 Dex Talent granted: +1 Block Handheld deflection devices. |
| Cloak | Mesta the cashmere cloak (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +4 Cun / +3 Wil Changes resistances: +11% nature / +13% blight Physical save: +19 (+7 eff.) Mental save: +7 (+3 eff.) Pinning immunity: +10% Life regen: +1.00 Only die when reaching: -50.00 life Maximum life: +40.00 Mental crit. chance: +5% Healing mod.: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | hardened leather armour 'Prismmoon' (17 def, 11 armour)Requires: - Magic 16 Infused by nature Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +11 Defense: +17 (+3 eff.) Fatigue: +8% Changes stats: +3 Cun / +2 Wil Changes resistances: +16% blight / +21% darkness / +9% acid Changes resistances penetration: +5% light Mental save: +13 (+5 eff.) Life regen: +4.00 Maximum life: +25.00 Light radius: +2 Healing mod.: +10% A suit of armour made of leather. |
Inventory
heroism infusion of the duelist (die at -596; dur 8; cd 32)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: 32 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -596 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1370 life, 18 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity 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. |
movement infusion (speed 598%; cd 8)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: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 598% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 424; 16 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use 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 424 life over 5 turns. Its effects scale with your Willpower 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. Press to compare to your current inscriptions |
wild infusion of the titan (res 21%; magical, physical; dur 4; cd 11)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: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 21% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shatter afflictions rune of the psychic (absorb 81; 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: 13 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 81 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. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the psychic (absorb 270; dur 4; 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: 13 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 270 damage for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismmalice the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +5 Str / +4 Cun / +5 Con Changes damage: +6% light Equilibrium when hit: +0.12 Mindpower: +10 (+3 eff.) Mental crit. chance: +2% Rings make your fingers look great! |
Rootwing the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 4 acid / 6 nature Changes resistances: +12% acid Changes resistances penetration: +5% nature Changes damage: +3% light Stun/Freeze immunity: +23% Life regen: +2.00 Rings make your fingers look great! |
SaloraInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +3 Wil Mental save: +6 (+2 eff.) Blindness immunity: +10% Mindpower: +20 (+7 eff.) Rings make your fingers look great! |
copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Disarm immunity: +23% Pinning immunity: +23% Knockback immunity: +21% Maximum life: +20.00 Rings make your fingers look great! |
mule's copper ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Maximum encumbrance: +21 Mental save: +6 (+2 eff.) Confusion immunity: +21% Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.dwarven-steel greatsword 'Blindkiss' (35-56 power, 2 apr) Requires: - Magic 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 35.0 - 56.0 Uses stats: 120% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (radius 2) on crit: +20 lightning When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 22% Changes resistances: +17% acid / +9% darkness / +19% lightning / +41% fire / +16% cold / +7% all Spell save: +28 (+9 eff.) Massive two-handed swords. |
hateful stralite dagger of massacre (36-47 power, 9 apr)Requires: - Magic 35 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 36.0 - 46.8 Uses stats: 0% Dex, 100% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +9 darkness Damage against: +8% Living Sharp, short and deadly. |
stralite dagger 'Darkblow' (50-66 power, 12 apr)Requires: - Magic 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 50.5 - 65.7 Uses stats: 0% Str, 100% Mag, 0% Dex Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +12 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +20 darkness When wielded/worn: Accuracy: +20 (+5 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 22% Damage when hit (Melee): 6 darkness Changes resistances penetration: +25% mind Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.Delagogas Requires: - Magic 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 Damage (Ranged): +12 acid Damage (radius 2) on crit: +16 acid When wielded/worn: Changes stats: +4 Cun / +3 Wil Changes resistances penetration: +12% physical / +12% temporal Changes damage: +15% physical / +9% mind / +26% temporal Talent cooldown: Arrow Stitching (-1 turn) Critical mult.: +20.00% Mental crit. chance: +4% Longbows are used to shoot arrows at your foes. |
noble's rough leather belt of unlifePowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +6% blight Damage against: +18% Summoned Reduced damage from: +15% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
cashmere cloak 'Galestone' (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Physical crit. chance: +3.0% Defense: +2 (+0 eff.) Changes stats: +4 Cun / +4 Wil Changes resistances: +6% acid / +2% physical / +9% lightning Changes damage: +9% lightning Only die when reaching: -60.00 life Mental crit. chance: +6% 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.restorative cashmere cloak (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +12% nature / +13% blight Life regen: +5.00 Healing mod.: +13% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
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. |
Malakalthoroddandil the pair of hardened leather boots (0 def, 5 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +5 Fatigue: -6% Effects on melee hit: * 20 arcane resource burn Changes stats: +2 Cun / +2 Con Changes resistances penetration: +25% physical Stamina each turn: +0.40 Psi when hit: +0.12 Maximum life: +35.00 Movement speed: +10% A pair of boots made of leather. |
Armilin (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 7 blight / 6 light Changes stats: +3 Mag Changes resistances: +7% blight / +10% light Changes damage: +4% blight / +5% arcane / +7% light Only die when reaching: -40.00 life Healing mod.: +5% When used to modify unarmed attacks: Base power: 18.0 - 25.2 Uses stats: 0% Dex, 0% Cun, 120% Mag, 0% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Searing Light (20% chance level 3). When this weapon hits: Soul Rot (20% chance level 3). Damage (Melee): +4 arcane Damage (radius 2) on crit: +7 blight / +8 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
Morningfist the rough leather cap (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +1 Armour: +1 Fatigue: +1% Changes stats: +1 Str / +1 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances penetration: +10% light Only die when reaching: -60.00 life Mindpower: +4 (+1 eff.) A cap made of leather. |
Light of RevelationPowered by unknown forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Damage against: +25% Horror Reduced damage from: +25% Horror Light radius: +7 See stealth: +35 See invisible: +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
This item will automatically be transmogrified when you leave the level.alchemist's lamp 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
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. |
Hathutomnir the yew totem of healing [power 278] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Armour: +6 Changes stats: +3 Dex Changes resistances: +1% physical Changes damage: +15% physical Stamina each turn: +2.00 Only die when reaching: -20.00 life Mindpower: +10 (+3 eff.) Mental crit. chance: +1% It can be used to heal yourself and all friendly characters within 10 spaces for 278 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 19% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
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. |
Achievements
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Bolt Knight the Cornac Storm Knight level 28
66th Dusk 122nd year of Ascendancy at 08:44 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Bolt Knight the Cornac Storm Knight level 34
10th Regrowth 123rd year of Ascendancy at 18:38 see stats
Can you bear it? So much bearness! (Insane (Adventure) difficulty)
Killed Borius in the Bearscape.By Bolt Knight the Cornac Storm Knight level 32
6th Decay 122nd year of Ascendancy at 04:37 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Bolt Knight the Cornac Storm Knight level 10
1st Dusk 122nd year of Ascendancy at 11:58 see stats
Don't Poosh it! (Insane (Adventure) difficulty)
Killed Kelad in the lost land of Poosh.By Bolt Knight the Cornac Storm Knight level 33
3rd Regrowth 123rd year of Ascendancy at 05:13 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Bolt Knight the Cornac Storm Knight level 32
4th Decay 122nd year of Ascendancy at 19:54 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun.By Bolt Knight the Cornac Storm Knight level 28
18th Haze 122nd year of Ascendancy at 16:45 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Bolt Knight the Cornac Storm Knight level 24
61st Dusk 122nd year of Ascendancy at 20:52 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Bolt Knight the Cornac Storm Knight level 23
59th Dusk 122nd year of Ascendancy at 08:34 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Bolt Knight the Cornac Storm Knight level 28
66th Dusk 122nd year of Ascendancy at 09:07 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Bolt Knight the Cornac Storm Knight level 10
1st Mirth 122nd year of Ascendancy at 10:21 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Bolt Knight the Cornac Storm Knight level 20
27th Dusk 122nd year of Ascendancy at 23:43 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Bolt Knight the Cornac Storm Knight level 30
19th Haze 122nd year of Ascendancy at 13:30 see stats
Myths of an age past (Insane (Adventure) difficulty)
Learned all there is to learn about the Gods and the Godslayers.By Bolt Knight the Cornac Storm Knight level 28
66th Dusk 122nd year of Ascendancy at 08:44 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Bolt Knight the Cornac Storm Knight level 22
52nd Dusk 122nd year of Ascendancy at 08:21 see stats
Tales of the Spellblaze (Insane (Adventure) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Bolt Knight the Cornac Storm Knight level 28
66th Dusk 122nd year of Ascendancy at 08:44 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Bolt Knight the Cornac Storm Knight level 27
64th Dusk 122nd year of Ascendancy at 06:22 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Bolt Knight the Cornac Storm Knight level 7
77th Pyre 122nd year of Ascendancy at 21:16 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Bolt Knight the Cornac Storm Knight level 28
66th Dusk 122nd year of Ascendancy at 08:44 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Bolt Knight the Cornac Storm Knight level 10
9th Mirth 122nd year of Ascendancy at 14:04 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Bolt Knight the Cornac Storm Knight level 22
52nd Dusk 122nd year of Ascendancy at 05:38 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Bolt Knight the Cornac Storm Knight level 15
10th Dusk 122nd year of Ascendancy at 06:12 see stats
You were not supposed to see that! (Insane (Adventure) difficulty)
Read a Forbidden Tome.By Bolt Knight the Cornac Storm Knight level 26
63rd Dusk 122nd year of Ascendancy at 23:55 see stats
Log
Weapondance hits Nerybeth the giant acid ant for 58 physical, 99 physical, 6 physical, 6 lightning, 9 cold, 21 physical, 18 lightning (218 total damage).
Bolt Knight's mind surges with critical power!
Bolt Knight hits Nerybeth the giant acid ant for 63 physical, 9 cold, 6 physical, 6 lightning, 29 physical, 30 physical, 27 lightning, 53 physical (224 total damage).
Skeleton master archer shoots!
Bolt Knight performs a melee critical strike against Nerybeth the giant acid ant!
Bolt Knight hits Nerybeth the giant acid ant for 103 physical, 9 cold, 6 physical, 6 lightning, 90 physical, 119 physical, 21 physical, 18 lightning, 21 physical, 18 lightning, 53 physical (464 total damage).
Layildabeth the ghoul loses 6 health to the entropy.
Bolt Knight's dancing weapon parries the attack!
Rime Wraith from Layildabeth the ghoul hits Bolt Knight for (178 parried), 0 cold (0 total damage).
Nerybeth the giant acid ant uses Stunning Blow.
Bolt Knight resists the stunning blow!
Bolt Knight resists the stunning blow!
Nerybeth the giant acid ant hits Bolt Knight for (13 shrugged off), 120 cold, 7 cold, (16 shrugged off), 153 cold, 7 cold (287 total damage).
Melee retaliation hits Nerybeth the giant acid ant for 4 acid, 3 blight, 4 acid, 3 blight (14 total damage).
Skeleton master archer shoots!
Skeleton master archer's Shoot misses Bolt Knight.
Armoured skeleton warrior receives 55 healing from Rime Wraith from Layildabeth the ghoul.
Nerybeth the giant acid ant is afflicted by a crippling illness!
Bolt Knight hits Nerybeth the giant acid ant for 110 physical, 117 physical, 6 physical, 6 lightning, 63 physical, 21 physical, 18 lightning, 53 physical, 9 cold, 21 physical, 18 lightning, 56 physical, 136 physical (634 total damage).
Bolt Knight killed Nerybeth the giant acid ant!
Layildabeth the ghoul casts Gelid Host.
Layildabeth the ghoul hits Bolt Knight for (67 shrugged off), 605 cold (605 total damage).
Layildabeth the ghoul's Reality Fracture hits Bolt Knight for (3 shrugged off), 29 cold, (4 shrugged off), 41 cold (70 total damage).
Armoured skeleton warrior speeds up.
Rime Wraith (Gelid Host) from Layildabeth the ghoul hits Bolt Knight for (22 shrugged off), 200 cold (200 total damage).
Layildabeth the ghoul receives 63 healing from Rime Wraith from Layildabeth the ghoul.
Skeleton master archer receives 60 healing from Rime Wraith from Layildabeth the ghoul.
Bolt Knight the level 35 cornac storm knight was chilled to death by Layildabeth the ghoul on level 1 of Dreadfell.





































