Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
Addons | Ashes of Urh'Rok 1.4.0Official 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:
Embers of Rage 1.4.4Official 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:
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Campaign | --- |
Mode | --- --- |
Sex | Male |
Race | Construct |
Class | Golem |
Level / Exp | 47 / 0% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 56 (base 56) |
Dexterity | 15 (base 12) |
Constitution | 15 (base 12) |
Magic | 64 (base 60) |
Willpower | 13 (base 10) |
Cunning | 10 (base 10) |
Resources
Life | 1149/1149 |
Mana | 226/269 |
Stamina | 246/246 |
Healing Factor | 1.9999999999999 |
Regeneration | 0.49999999999998 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 0 |
Infravision | 10 |
See Invisible | 30 |
Offense: Mainhand
Damage | 87 |
Accuracy | 27 |
Crit Chance | 18% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 46 |
Crit Chance | 11% |
Speed | 1 |
Offense: Mind
Mindpower | 13 |
Crit Chance | 11% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 28.38 (100%) |
Defense | 5 |
Ranged Defense | 5 |
Fatigue | 14 |
Physical Save | 29 |
Spell Save | 33 |
Mental Save | 15 |
Defense: Resistances
All | + 15%(100%) |
Defense: Immunities
Stun Resistance | 60% |
Bleed Resistance | 100% |
Fear Resistance | 100% |
Stoning Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 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 468 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 522 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 534 damage for 5 turns. Its effects scale with your Strength stat. |
Class Talents
Golem / Fighting | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Golem / Arcane | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Generic Talents
Effects
talent | Reflective Skin |
detrimental effect | Zone-wide effect: +10% critical chance, +20% critical damage, -20% nature and blight resistance. Sinister Aura |
Quests
Equipment
Main armor | Thalore-Wood Cuirass (4 def, 12 armour) Thalore-Wood Cuirass (4 def, 12 armour)Requires: - Strength 24 - Talent Armour Training (level 3) Infused by nature Crafted by a master 12.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +12 Defense: +4 (+4 eff.) Fatigue: +14% Changes stats: +3 Dex / +3 Wil / +3 Con Changes resistances: +18% cold / +18% darkness / +18% nature Stun/Freeze immunity: +60% Healing mod.: +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
In main hand | Astelrid's Clubstaff (156% power, 4 apr) Astelrid's Clubstaff (156% power, 4 apr)Requires: - Strength 23 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 156% Range: 1.5x Uses stats: 40% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +25% nature Spellpower: +15 (+5 eff.) Healing mod.: +25% Improves the contribution of primary stats on infusions and runes by 15% Like its former owner, this was once an instrument of altruistic healing, before fury and fear caused its twisting into a sadistic weapon. Surges of restorative magic can be faintly felt under the layers of plaster and sharp surgical equipment. |
Inventory
Swordbreaker (129% power, 20 apr) Swordbreaker (129% power, 20 apr)Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 129% Range: 1.3x Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+15 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+7 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
The Black Spike (159% power, 20 apr) The Black Spike (159% power, 20 apr)Requires: - Strength 40 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Power: 160% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +20 Physical crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +10 Str / +8 Mag Changes resistances: +18% darkness / +12% blight Changes resistances penetration: +0% all Changes damage: +25% darkness Shadow Power: +5 Increases all damage penetration by 1% for each point of your Shadow Power. "All the better to pierce the heart of the world." |
Amethyst of Sanctuary (111% power, 26 apr, mind damage) Amethyst of Sanctuary (111% power, 26 apr, mind damage)Requires: - Willpower 28 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Power: 111% Range: 1.1x Uses stats: 45% Wil, 22% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +26 Physical crit. chance: +6.0% Attack speed: 100% When wielded/worn: Changes stats: +8 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Focus +0.20 Psionic / Absorption Mental save: +25 (+15 eff.) Maximum psi: +20.00 Mindpower: +14 (+10 eff.) Mental crit. chance: +7% It can be used to activate talent Resonance Field (costing 25 power out of 25/25) : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Activate to create a resonance field that will absorb 50% of all damage you take (150 max absorption). The field will not interfere with Feedback gain. The max absorption value will scale with your Mindpower, and the effect lasts up to ten turns. This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
Arcmarrow (108% power, 32 apr, mind damage) Arcmarrow (108% power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural sand should be returned to the wyrm. This natural frost should be returned to the wyrm. Power: 108% Range: 1.1x Uses stats: 45% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to daze * 40% chance to blind Burst (radius 2) on crit: +8 lightning When wielded/worn: Armour: +6 Damage when hit (Melee): 12 ice / 10 physical Changes resistances: +5% blight / +7% cold / +9% physical Changes resistances penetration: +6% cold / +10% physical Changes damage: +8% cold / +6% nature / +10% physical Disease immunity: +16% Mindpower: +8 (+7 eff.) Mental crit. chance: +4% It can be used to activate talent Burrow, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 14 of target armor and 7% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. 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. |
Crystal Shard (113% power, 4 apr, physical element) Crystal Shard (113% power, 4 apr, physical element)Requires: - Magic 20 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Power: 113% Range: 1.2x Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% Damage conversion: 50% blight When wielded/worn: Changes resistances: +10% arcane / +10% blight Changes damage: +18% arcane / +18% blight Damage affinity(heal): +20% arcane Spellpower: +14 (+5 eff.) Spell crit. chance: +4% It can be used to create 2 living shards of crystal to serve you for 10 turns, costing 45 power out of 45/45. This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
Kor's Fall (100% power, 0 apr, fire element) Kor's Fall (100% power, 0 apr, fire element)Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+2 eff.) Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 6 power out of 6/6) : Effective talent level: 3.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 104.89 physical damage to all targets in line, and inflicting bleeding for another 52.44 damage over 5 turns. The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
elm starstaff of greater warding (100% power, 2 apr, physical element) elm starstaff of greater warding (100% power, 2 apr, physical element)Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Armour: +7 Defense: +7 (+7 eff.) Maximum wards: +3 physical Changes damage: +10% physical Talents granted: +1 Ward +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
River's Fury (125% power, 8 apr) River's Fury (125% power, 8 apr)Requires: - Strength 12 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 1 It must be held with both hands. Power: 126% Range: 1.4x Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +15 cold When wielded/worn: Accuracy: +10 (+5 eff.) Changes resistances: +10% cold Changes damage: +10% cold Spellpower: +10 (+3 eff.) Movement speed: +10% Talent on hit(spell): Glacial Vapour (20% chance level 1). It can be used to activate talent Tidal Wave (costing 80 power out of 80/80) : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 12.44 cold damage and 12.44 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Umbrastreak the hardened leather belt Umbrastreak the hardened leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +4 Str / +5 Con Changes resistances: +6% darkness / +6% light Changes damage: +3% light / +9% darkness Physical save: +8 (+4 eff.) Size category: +1 A belt that goes around your waist. |
cashmere cloak 'Gikath' (10 def, 0 armour) =sil= cashmere cloak 'Gikath' (10 def, 0 armour) =sil=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+10 eff.) Physical save: +10 (+5 eff.) Cut immunity: +15% Silence immunity: +20% Stun/Freeze immunity: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere robe 'Dayborn' (2 def, 0 armour) cashmere robe 'Dayborn' (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Changes stats: +4 Mag / +4 Wil Changes resistances penetration: +5% light / +10% mind Mental save: +20 (+12 eff.) Silence immunity: +38% Spellpower on spell critical (stacks up to 3 times): +4 Maximum hate: +2.00 Spellpower: +11 (+4 eff.) Mental crit. chance: +5% Light radius: +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Boots of the Hunter (2 def, 12 armour) Boots of the Hunter (2 def, 12 armour)Requires: - Talent Armour Training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+4 eff.) Armour: +12 Defense: +2 (+2 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+5 eff.) Mental save: +10 (+7 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action), costing 32 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Glarebringer (9 def, 15 armour) Glarebringer (9 def, 15 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Defense: +9 (+9 eff.) Ranged Defense: +8 (+8 eff.) Fatigue: +4% Changes stats: +4 Mag / +4 Wil Changes resistances: +3% light / +17% temporal Changes damage: +9% mind / +6% temporal Silence immunity: +46% Confusion immunity: +43% Stun/Freeze immunity: +50% Infravision radius: +3 It can be used to blink to a nearby random location (rad 13), putting all charms on cooldown for 25 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
The Black Boots (2 def, 1 armour) The Black Boots (2 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+2 eff.) Fatigue: +2% Changes stats: +4 Cun Stealth bonus: +10 Movement speed: +0% Shadow Power: +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
pair of hardened leather boots 'Kheliromikan' (14 def, 3 armour) pair of hardened leather boots 'Kheliromikan' (14 def, 3 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +14 (+14 eff.) Fatigue: +3% Changes stats: +8 Dex / +2 Cun / +17 Lck Changes damage: +6% mind / +6% arcane Stealth bonus: +15 Mindpower: +4 (+4 eff.) It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 21% chance to completely evade them and granting you 8 defense for 6 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
Betiriwyn the Ashglean (0 def, 2 armour) Betiriwyn the Ashglean (0 def, 2 armour)Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects on melee hit: * 28% chance to cause random gloom Damage (Melee): 9 acid / 37 mind / 43 darkness Changes resistances: +7% acid / +6% cold / +5% arcane / +6% temporal Changes damage: +6% acid / +3% fire Mental save: -23 (-23 eff.) Mindpower: +12 (+9 eff.) It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Duvodan the hardened leather cap (0 def, 3 armour) Duvodan the hardened leather cap (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 8 physical Changes stats: +4 Str Changes resistances: +1% physical / +3% darkness / +6% temporal Mental save: +3 (+3 eff.) Silence immunity: +15% Stun/Freeze immunity: +10% 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 31.5 Physical damage. If the attack hits, the target is confused (30% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
drakeskin leather cap 'Layidhelebeth' (0 def, 5 armour) drakeskin leather cap 'Layidhelebeth' (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +7 Armour: +5 Fatigue: +5% Changes stats: +4 Str / +7 Dex / +2 Mag / +9 Wil / +9 Cun / +6 Con Changes resistances: +14% blight / +1% physical / -34% light Reduces incoming crit damage: 5.00% Mental save: +13 (+9 eff.) Life regen: +6.30 Only die when reaching: -40.00 life Maximum life: +30.00 A cap made of leather. |
hardened leather armour of delving (3 def, 6 armour) hardened leather armour of delving (3 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+3 eff.) Fatigue: +8% Changes stats: +6 Str Changes resistances: +13% darkness / +8% physical Light radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 15 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
Elidhelaith the voratun plate armour (9 def, 16 armour) Elidhelaith the voratun plate armour (9 def, 16 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+9 eff.) Fatigue: +26% Changes stats: +15 Str / +3 Wil / +2 Cun / +7 Con Changes resistances: +24% fire / +20% darkness / +12% physical Changes resistances penetration: +5% temporal Psi when hit: +0.12 Maximum life: +55.00 Light radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 15 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Salulle SalulleInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 4 mind Changes stats: +2 Str / +3 Wil Changes damage: +8% mind Grants telepathy: Humanoid/Orc Reduces incoming crit damage: 5.00% Light radius: +3 Infravision radius: +2 A normal brass lantern, enhanced by alchemy to make it brighter. |
Strikewild the alchemist's lamp Strikewild the alchemist's lampInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 4 lightning Grants telepathy: Dragon Mental save: +10 (+7 eff.) Light radius: +4 See stealth: +10 See invisible: +23 A normal brass lantern, enhanced by alchemy to make it brighter. |
dwarven lantern 'Eilinassra' dwarven lantern 'Eilinassra'Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +11 Armour: +4 Defense: +2 (+2 eff.) Ranged Defense: +2 (+2 eff.) Changes resistances: +6% lightning Changes resistances penetration: +9% all Mental save: +7 (+6 eff.) Disease immunity: +20% Light radius: +10 See stealth: +12 See invisible: +11 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Eternity's Counter =move= Eternity's Counter =move=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: +12% all / +15% temporal Reduce damage by fixed amount: +10 all Changes damage: +0% all / +15% temporal Movement speed: +16% Combat speed: -12% Casting speed: -12% Mental speed: -12% Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. It can be used to flip the hourglass (sands currently flowing towards stability), costing 20 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Fuleyon [power 137] (6 cooldown) =wards= Fuleyon [power 137] (6 cooldown) =wards=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +2 Cun / +2 Str Changes resistances: +9% acid Maximum wards: +2 physical / +3 mind / +2 darkness Talent granted: +1 Ward Light radius: +1 It can be used to fire a blast of psionic energies in a range 6 beam dealing 68.50 to 137.00 mind damage, putting all charms on cooldown for 6 turns. Torques are made by powerful psionics to store psionic powers. |
Galarak the steel torque of psychoportation [power 31] (30 cooldown) Galarak the steel torque of psychoportation [power 31] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Talent cooldown: Telekinetic Blast (+5 turn) Talent granted: +3 Telekinetic Blast Critical mult.: +10.00% Mana when firing critical spell: +5.00 Maximum vim: +20.00 Damage Shield penetration: +20% It can be used to teleport randomly (rad 31), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
Tuluromigar the stralite torque of thermal psionic shield [power 131] (20 cooldown) Tuluromigar the stralite torque of thermal psionic shield [power 131] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to disease Changes stats: +1 Con Changes damage: +6% blight Grants telepathy: Demon/Minor Demon/Major Talent cooldown: Silence (+5 turn) Talent granted: +5 Silence See invisible: +6 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 131 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
Venomspar [power 53] (16 cooldown) =mule charged= Venomspar [power 53] (16 cooldown) =mule charged=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes stats: +1 Str Changes damage: +6% nature Maximum encumbrance: +40 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 53 for 7 turns, putting all charms on cooldown for 16 turns. Torques are made by powerful psionics to store psionic powers. |
Xanadhewyn the Galerace [power 123] (20 cooldown) =sil charged= Xanadhewyn the Galerace [power 123] (20 cooldown) =sil charged=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Changes stats: +4 Cun Changes damage: +15% lightning Talent cooldown: Silence (+5 turn) Talent granted: +5 Silence Light radius: +1 See invisible: +6 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 123 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
quick dwarven-steel torque of kinetic psionic shield [power 51] (14 cooldown) quick dwarven-steel torque of kinetic psionic shield [power 51] (14 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 51 for 7 turns, putting all charms on cooldown for 14 turns. Torques are made by powerful psionics to store psionic powers. |
supercharged dwarven-steel torque of thermal psionic shield [power 85] (29 cooldown) supercharged dwarven-steel torque of thermal psionic shield [power 85] (29 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 85 for 7 turns, putting all charms on cooldown for 29 turns. Torques are made by powerful psionics to store psionic powers. |
Eremaruiyon the ash totem of thorny skin [power 25] (20 cooldown) Eremaruiyon the ash totem of thorny skin [power 25] (20 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * 15% chance to corrode armour Changes resistances: +6% acid Changes damage: +3% arcane Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle It can be used to harden the skin for 7 turns increasing armour by 25 and armour hardiness by 40%, putting all charms on cooldown for 20 turns. When used: 200% chance to regenerate 4 equilibrium. Natural totems are made by powerful wilders to store nature power. |
Cuthedas the ash wand of clairvoyance [power 10] (6 cooldown) Cuthedas the ash wand of clairvoyance [power 10] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Physical power: +4 (+1 eff.) Changes resistances: +6% acid Changes damage: +3% acid Talent cooldown: Void Blast (+6 turn) Talent granted: +2 Void Blast Only die when reaching: -60.00 life It can be used to reveal the area around you, dispelling darkness (radius 10, power 70 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Maligothad the elven-wood wand of trap destruction [power 84] (15 cooldown) Maligothad the elven-wood wand of trap destruction [power 84] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Effects on melee hit: * 10% chance to disease Changes resistances penetration: +25% blight Changes damage: +9% mind Talent granted: +4 Volcano It can be used to disarm traps (84 bonus disarm power, based on Magic) along a range 3 line, putting all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Velenor [power 142] (24 cooldown) Velenor [power 142] (24 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +2 Str Changes resistances: +2% physical Grants telepathy: Humanoid/Orc Physical save: +6 (+3 eff.) It can be used to disarm traps (142 bonus disarm power, based on Magic) along a range 3 line, putting all charms on cooldown for 24 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
bright elven-wood wand of trap destruction [power 86] (15 cooldown) =trap= bright elven-wood wand of trap destruction [power 86] (15 cooldown) =trap=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to disarm traps (86 bonus disarm power, based on Magic) along a range 3 line, putting all charms on cooldown for 15 turns. When used: 100% chance to regenerate 7 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Log
You create: 48 alchemist bloodstone
Umriia wears: 101 alchemist bloodstone.
There is an exit to the worldmap here (press '' or right click to use).
You carry too much--you are encumbered!
Drop some of your items.
Umriia wears (replacing Zanunik the dwarven-steel gauntlets (0 def, 2 armour) =dis=): Xildagath (0 def, 2 armour).
You are no longer encumbered.
You carry too much--you are encumbered!
Drop some of your items.
Umriia switches his weapons to: unarmed.
You are no longer encumbered.
You carry too much--you are encumbered!
Drop some of your items.
Umriia switches his weapons to: dragonbone magestaff 'Kilnspike'
Life Drinker
101 alchemist bloodstone.
Character control switched to golem (servant of Umriia).
You give Storm Bringer's Gauntlets (0 def, 3 armour) to Umriia.
Golem (servant of Umriia) deactivates Reflective Skin.
Umriia deactivates Flame Infusion.
Umriia deactivates Body of Fire.
The raging fire around Umriia calms down and disappears.
Umriia deactivates Ice Core.
Umriia deactivates Chant of Fortress.
Umriia deactivates Living Lightning.