Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.5 |
Addons | Items Vault 1.1.2Donators/Buyers bonus! Stone Wardens DLC Class 1.1.3Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Cornac |
Class | Wyrmic |
Level / Exp | 24 / 58% |
Size | medium |
Lifes / Deaths | Killed by giant spider at level 2 on the 77th Pyre 122nd year of Ascendancy at 13:42 0 / 8Killed by snow giant thunderer at level 19 on the 11st Haze 122nd year of Ascendancy at 11:06 Killed by Chronolith Twin at level 20 on the 14th Haze 122nd year of Ascendancy at 12:13 Killed by slaver at level 21 on the 33rd Haze 122nd year of Ascendancy at 19:53 Killed by Vorudawen the gwelgoroth at level 22 on the 69th Haze 122nd year of Ascendancy at 04:09 Killed by Urkis, the High Tempest at level 23 on the 20th Regrowth 123rd year of Ascendancy at 13:50 Killed by Vorubretha the Guardian at level 24 on the 48th Regrowth 123rd year of Ascendancy at 09:40 Killed by Poloda the elder vampire at level 24 on the 69th Regrowth 123rd year of Ascendancy at 11:02 |
Antimagic | Follower |
Primary Stats
Strength | 46 (base 37) |
Dexterity | 13 (base 10) |
Constitution | 37 (base 35) |
Magic | 10 (base 10) |
Willpower | 46 (base 42) |
Cunning | 19 (base 10) |
Resources
Life | -23/737 |
Equilibrium | 66 |
Healing Factor | 1.3038554764395 |
Regeneration | 28.62197095136 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Mainhand
Damage | 93 |
Accuracy | 30 |
Crit Chance | 9% |
APR | 7 |
Speed | 1.00 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 13% |
Speed | 1 |
Offense: Mind
Mindpower | 29.9 |
Crit Chance | 11% |
Speed | 1 |
Offense: Damage Bonus
Acid | +2% |
Blight | +4% |
Physical | +10% |
Cold | +2% |
All | 0% |
Lightning | +11% |
Arcane | +3% |
Fire | +2% |
Nature | +17% |
Offense: Damage Penetration
Lightning | +9% |
Temporal | +10% |
Acid | +4% |
Physical | +4% |
Fire | +4% |
Cold | +4% |
Defense: Base
Armour (hardiness) | 73.385431027248 (74.117647058824%) |
Defense | 20.025 |
Ranged Defense | 20.025 |
Fatigue | 0 |
Physical Save | 44.683333333333 |
Spell Save | 27.7 |
Mental Save | 34.375 |
Defense: Resistances
Acid | -16%( 70%) |
Blight | -17%( 70%) |
Physical | -11%( 70%) |
Cold | -8%( 70%) |
All | -17%( 70%) |
Mind | -1%( 70%) |
Lightning | -15%( 70%) |
Light | -17%( 70%) |
Temporal | -17%( 70%) |
Darkness | -17%( 70%) |
Arcane | -17%( 70%) |
Fire | + 3%( 70%) |
Nature | + 12%( 70%) |
Defense: Immunities
Pinning Resistance | 100% |
Stun Resistance | 26% |
Blind Resistance | 26% |
Instadeath Resistance | 100% |
Knockback Resistance | 51% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 228 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 18% for 4 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 79 with a minimum range of 15. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat veteran | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fire drake aspect | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed weapons | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Sand drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 1.30 |
| 5/5 |
| 3/5 |
| 4/5 |
| 1/5 |
Wild-gift / Cold drake aspect | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Venom drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.10 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Wild-gift / Harmony | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Effects
talent | Wild Growth |
talent | Elemental Harmony |
talent | Icy Skin |
detrimental effect | Cannot heal higher than 413 life. Blood Lock |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
beneficial effect | Increases armour by 5. Elemental Harmony |
beneficial effect | The target is recovering 5 life each turn and its healing modifier has been increased by 10%. Recovery |
detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
detrimental effect | Target is destabilized and suffering 28.80 temporal damage per turn. If it dies with this effect active it will explode. Temporal Destabilization |
beneficial effect | You gain 8% resistance against fire. Resolve |
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. | 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 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 Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Vitality (+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 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 Shade. | 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. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 38. | 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. You have been shown a secret entrance to his stronghold. | 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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed pouch of faeros ash. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed vial of squid ink. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' 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 electric eel tail. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed orc heart. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5.0 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares away. This talent receives a reduced benefit from the Reach talent. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Light source | Flashstar FlashstarInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +1 Cun Damage when the wearer hits(melee): 12 dreamforge / 4 lightning Damage when the wearer is hit: 15 dreamforge Changes resistances: +7% mind / +6% fire Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | dwarven-steel helm of ire (0 def, 4 armour) dwarven-steel helm of ire (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +1 Str / +2 Con Physical save: +6 Mental save: +7 It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Tooth of the Mouth (dig speed 12 turns) 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: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
On fingers | Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
On fingers | Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, this is your reward. |
Around waist | Govena the Blasthunter Govena the BlasthunterCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +8 Defense: +8 Damage when the wearer hits(melee): 2 temporal Changes resistances penetration: +10% temporal Changes damage: +9% lightning Physical save: +15 A belt that goes around your waist. |
In main hand | insidious dwarven-steel greatmaul of massacre (49.5-74.25 power, 2 apr) insidious dwarven-steel greatmaul of massacre (49.5-74.25 power, 2 apr)Requires: - Strength 24 Infused by nature Crafted by a master 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 49.5 - 74.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% Damage when this weapon hits: +26 insidious poison Massive two-handed maul. |
On hands | heroic hardened leather gloves of war-making (0 def, 6 armour) heroic hardened leather gloves of war-making (0 def, 6 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Armour: +6 Critical mult.: +5.00% Mental save: +10 Maximum life: +55.00 Spell crit. chance: +9% Mental crit. chance: +7% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | dwarven-steel plate armour 'Shimmershine' (5 def, 22 armour) dwarven-steel plate armour 'Shimmershine' (5 def, 22 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +22 Defense: +5 Fatigue: +16% Damage when the wearer hits(melee): 4 lightning Changes resistances: +7% mind Changes resistances penetration: +5% lightning Physical save: +11 Mental save: +11 A suit of armour made of metal plates. |
Cloak | Murksmasher the cashmere cloak (2 def, 0 armour) Murksmasher the cashmere cloak (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +22 Defense: +2 Fatigue: -5% Damage when the wearer hits(melee): 4 nature Changes resistances: +6% nature Changes damage: +9% nature / +3% arcane Maximum life: +71.00 It can be used to activate talent Blinding Speed, placing all other charms into a 45 cooldown : Effective talent level: 4.0 Power cost: 45 out of 45/45. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Eluwe the gold amulet Eluwe the gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes resistances: +3% nature Grants telepathy: Dragon Life regen: +1.80 Light radius: +2 New effects duration reduction after a teleport: +10% Amulets can have magical properties. |
Inventory
sun infusion of the warrior (rad 6; power 75; turns 4; dispells darkness) sun infusion of the warrior (rad 6; power 75; turns 4; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 38). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 75) for 4 turns. 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 ability. |
wild infusion of the warrior (resist 19%; cure magical, physical) wild infusion of the warrior (resist 19%; cure magical, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, physical effects and reduce all damage taken by 19% for 4 turns. 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 ability. |
mule's gold ring of arcana(+0.15/turn) mule's gold ring of arcana(+0.15/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -5% Maximum encumbrance: +23 Silence immunity: +29% Mana each turn: +0.15 Rings can have magical properties. |
rogue's steel ring of nature (+24%) rogue's steel ring of nature (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +4 Changes stats: +2 Cun Changes resistances: +24% nature Changes damage: +12% nature Rings can have magical properties. |
savior's gold ring of frost (+26%) savior's gold ring of frost (+26%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +26% cold Changes damage: +13% cold Physical save: +8 Spell save: +8 Mental save: +8 Rings can have magical properties. |
steel ring 'Porywen' steel ring 'Porywen'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil Changes resistances: +6% nature / +2% physical Mental save: +8 Silence immunity: +5% Stun/Freeze immunity: +15% Rings can have magical properties. |
Cinderswift the dwarven-steel longsword (23-32.2 power, 4 apr) Cinderswift the dwarven-steel longsword (23-32.2 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 23.0 - 32.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Damage when this weapon hits: +4 fire When wielded/worn: Accuracy: +7 Defense: +8 Damage when the wearer is hit: 8 fire Changes resistances: +5% arcane Sharp, long, and deadly. |
Ce'Nebeth the dwarven-steel waraxe (20-28 power, 4 apr) Ce'Nebeth the dwarven-steel waraxe (20-28 power, 4 apr)Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% Damage when this weapon hits: +13 mind / +4 acid blind Damage conversion: 50% mind When wielded/worn: Changes stats: +3 Wil Damage when the wearer hits(melee): 4 acid One-handed war axes. |
Eilinoda the rough leather belt Eilinoda the rough leather beltInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when the wearer is hit: 12 acid Physical save: +5 Mana each turn: +0.08 Mindpower: +3 A belt that goes around your waist. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
grounding rough leather belt of transcendence grounding rough leather belt of transcendenceInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +6% temporal Physical save: +6 Mindpower: +2 A belt that goes around your waist. |
Duryrin (9 def, 0 armour) Duryrin (9 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +9 Changes damage: +6% blight Physical save: +7 Mana when firing critical spell: +4.00 Spell crit. chance: +2% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Vorolle (2 def, 0 armour) Vorolle (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +8 Defense: +2 Changes resistances: +10% darkness Changes resistances penetration: +9% darkness Changes damage: +11% darkness Stealth bonus: +7 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ce'Nydhetha the pair of hardened leather boots (0 def, 9 armour) Ce'Nydhetha the pair of hardened leather boots (0 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Fatigue: +3% Damage when the wearer is hit: 4 mind Changes resistances: +5% arcane Infravision radius: +2 A pair of boots made of leather. |
Getomnir (0 def, 3 armour) Getomnir (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +5 Dex Changes resistances: +15% darkness / +5% arcane Mental save: +9 Infravision radius: +4 A cap made of leather. |
prismatic dwarven-steel helm of the depths (0 def, 4 armour) prismatic dwarven-steel helm of the depths (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +12% cold / +10% darkness / +12% light Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
onyx 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 Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Eye of the Dreaming One 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 Sleep immunity: +100% Mindpower: +5 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: 7.0 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 8 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 21% 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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
garnet 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% Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) 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, costing 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 Chest 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), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power, any items dropped inside is 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. |
quiet steel torque of clear mind [power 2] (20 cooldown) quiet steel torque of clear mind [power 2] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Talent cooldown: Silence (+5 turn) Talent granted: +2 Silence It can be used to absorb and nullify at most 2 detrimental mental status effects in the next 10 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
supercharged steel torque of psychoportation [power 34] (41 cooldown) supercharged steel torque of psychoportation [power 34] (41 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to teleport randomly (rad 34), placing all other charms into a 41 cooldown. Torques are made by powerful psionics to store psionic powers. |
natural yew totem of thorny skin [power 46] (20 cooldown) natural yew totem of thorny skin [power 46] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to harden the skin for 6 turns increasing armour by 46 and armour hardiness by 50%, placing all other charms into a 20 cooldown. When used: 100% chance to regenerate 8 equilibrium. Natural totems are made by powerful wilders to store nature power. |
arcane ash wand of conjuration [power 145] (6 cooldown) arcane ash wand of conjuration [power 145] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to fire a bolt of a random element (dam 72-145), placing all other charms into a 6 cooldown. When used: 100% chance to regenerate 4 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
striking ash wand of illumination [power 7] (5 cooldown) striking ash wand of illumination [power 7] (5 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Talent granted: +2 Strike It can be used to light the area around you (rad 7), placing all other charms into a 5 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
ametrine 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% Gems can be sold for money or used in arcane rituals. |
Achievements
By Wormy the Cornac Wyrmic level 21
27th Haze 122nd year of Ascendancy at 02:16 see stats
By Wormy the Cornac Wyrmic level 22
4th Allure 123rd year of Ascendancy at 16:38 see stats
By Wormy the Cornac Wyrmic level 18
10th Haze 122nd year of Ascendancy at 13:51 see stats
By Wormy the Cornac Wyrmic level 20
14th Haze 122nd year of Ascendancy at 10:04 see stats
By Wormy the Cornac Wyrmic level 23
20th Regrowth 123rd year of Ascendancy at 13:54 see stats
By Wormy the Cornac Wyrmic level 17
3rd Haze 122nd year of Ascendancy at 20:51 see stats
By Wormy the Cornac Wyrmic level 10
10th Mirth 122nd year of Ascendancy at 18:12 see stats
By Wormy the Cornac Wyrmic level 20
13rd Haze 122nd year of Ascendancy at 03:44 see stats
By Wormy the Cornac Wyrmic level 15
41st Dusk 122nd year of Ascendancy at 14:58 see stats
By Wormy the Cornac Wyrmic level 10
10th Mirth 122nd year of Ascendancy at 18:39 see stats
By Wormy the Cornac Wyrmic level 10
5th Dusk 122nd year of Ascendancy at 02:05 see stats
By Wormy the Cornac Wyrmic level 23
20th Regrowth 123rd year of Ascendancy at 13:51 see stats
Log
Lava floor burns Wormy!
Something leeches life from Wormy!
Something hits Wormy for 100 fire damage.
Something receives 13 healing from Wormy.
Wormy is invigorated by the attack!
Wormy stops regenerating health quickly.
Wormy stops burning.
Temporal Destabilization from Neruldanor the heavy bone giant hits Wormy for 28 temporal damage.
Wormy is invigorated by the attack!
Lava floor burns Wormy!
Poloda the elder vampire leeches life from Wormy!
Poloda the elder vampire hits Wormy for 100 fire damage.
Poloda the elder vampire receives 13 healing from Wormy.
Lava floor heals Poloda the elder vampire!
Poloda the elder vampire casts Blood Lock.
Wormy is blood locked.
Wormy is invigorated by the attack!
Temporal Destabilization from Neruldanor the heavy bone giant hits Wormy for 34 temporal damage.
Poloda the elder vampire receives 85 healing.
Wormy is invigorated by the attack!
Lava floor burns Wormy!
Poloda the elder vampire hits Wormy for 121 fire damage.
Lava floor heals Poloda the elder vampire!
Poloda the elder vampire casts Blood Boil.
Poloda the elder vampire's spell attains critical power!
Poloda the elder vampire deactivates Fearscape.
Saving game...