Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.1 |
| Addons | Lore library fix 1.0.0 Items Vault 1.0.1 ZOmnibus Addon Pack 1.0.0 |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Summoner |
| Level / Exp | 50 / 414% |
| Size | medium |
| Lifes / Deaths | Killed by Elandar at level 50 on the 35th Dusk 124th year of Ascendancy at 01:33 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 49 (base 31) |
| Dexterity | 25 (base 15) |
| Constitution | 21.903865557845 (base 60) |
| Magic | 15 (base 9) |
| Willpower | 79 (base 60) |
| Cunning | 85 (base 64) |
Resources
| Life | -42/1038 |
| Equilibrium | 71 |
| Healing Factor | 1.3 |
| Regeneration | 130.156 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 7 |
| ESP Range | 10 |
| ESP Kinds | dragon, demon/minor, demon/major |
Offense: Mainhand
| Damage | 38 |
| Accuracy | 47 |
| Crit Chance | 26% |
| APR | 23 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 22 |
| Accuracy | 47 |
| Crit Chance | 31% |
| APR | 18 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Mind
| Mindpower | 65.075 |
| Crit Chance | 39% |
| Speed | 1 |
Offense: Damage Bonus
| Fire | +8% |
| Light | +3% |
| Nature | +6% |
| Blight | +4% |
| Physical | +12% |
| Cold | +8% |
| All | 0% |
Offense: Damage Penetration
| Mind | +5% |
| Light | +15% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 33 (30%) |
| Defense | 0 |
| Ranged Defense | 10 |
| Fatigue | 35 |
| Physical Save | 0 |
| Spell Save | 0 |
| Mental Save | 1.3910111870553 |
Defense: Resistances
| Acid | + 61%( 70%) |
| Blight | + 51%( 70%) |
| Arcane | + 49%( 70%) |
| Cold | + 68%( 70%) |
| All | + 37%( 70%) |
| Lightning | + 68%( 70%) |
| Light | + 49%( 70%) |
| Temporal | + 49%( 70%) |
| Darkness | + 51%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 56%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Stun Resistance | 100% |
| Confusion Resistance | 40% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 1172% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 488 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 592 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 600 life. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 19 for 11 turns. Also while Heroism is active, you will only die when reaching -921 life. However, when below 0 you cannot see how much life you have left, and you will die if you did not heal before the effect ends. It will always increase your three highest stats. Its effects scale with your Willpower stat. |
Class Talents
| Wild-gift / Summoning (melee) | 1.40 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Summoning (advanced) | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Wild-gift / Summoning (utility) | 1.40 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Summoning (distance) | 1.40 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Summoning (augmentation) | 1.40 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Generic Talents
| Wild-gift / Fungus | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 3/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 3/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| Wild-gift / Harmony | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Master Summoner |
| talent | Wild Growth |
| detrimental effect | The target is on fire, taking 135.84 fire damage per turn. Burning |
| detrimental effect | The target is cursed, taking 120.81 darkness damage per turn and preventing natural life regeneration. Curse of Death |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| beneficial effect | The target purifies all diseases and poisons, turning them into healing effects. Waters of Life |
| detrimental effect | The target is cursed, reducing defence and all saves by 107. Curse of Defenselessness |
| beneficial effect | A flow of life spins around the target, regenerating 97.52 life per turn. Regeneration |
| beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| beneficial effect | The target takes cover in its shell, reducing all damage taken by 32%. Shell Shield |
| detrimental effect | The target is infected by a disease, reducing its constitution by 58 and doing 176.79 blight damage per turn. Rotting Disease |
| beneficial effect | You gain 31% resistance against fire. Resolve |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | 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 have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by armoured skeleton warrior. Escort: injured seer (level 7 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 5 of Dreadfell. Escort: lone alchemist (level 5 of Dreadfell)As a reward you improved spell save by +4. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved Strength by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Willpower by +2. | done |
You failed to protect the lost sun paladin from death by Forest Troll Hedge-Wizard. Escort: lost sun paladin (level 3 of Trollmire) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | 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 Dragon. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | 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. * 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: 919. | 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 |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Marus of Elvala in creating an elixir of the savior. You have aided Marus of Elvala in creating an elixir of mastery. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | 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! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Ulfezor (0 def, 3 armour) Ulfezor (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Ranged Defense: +10 Fatigue: +3% Changes resistances: +18% acid Confusion immunity: +40% A pair of boots made of leather. |
| Light source | brass lantern of health brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +43.00 Light radius: +2 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 | Dragonskull Helm (0 def, 2 armour) Dragonskull Helm (0 def, 2 armour)Requires: - Willpower 24 - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +2 Fatigue: +12% Changes resistances: +15% fire / +15% cold / +15% lightning Grants telepathy: Dragon Physical save: +12 Spell save: +12 Mental save: +12 Traces of a dragon's power still remain in this bleached and cracked skull. |
| On hands | voratun gauntlets 'Prismmire' (0 def, 3 armour) voratun gauntlets 'Prismmire' (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Changes stats: +1 Cun / +6 Con Damage when the wearer hits(melee): 40 mind / 28 darkness Changes resistances penetration: +15% light Changes damage: +3% light Grants telepathy: Demon/Minor Demon/Major Physical save: +10 Spell save: +10 Mental save: +4 Life regen: +1.70 Stamina each turn: +1.30 Psi each turn: +0.36 Mindpower: +10 Infravision radius: +2 It can be used to activate talent Juggernaut, 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: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 25% for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. 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. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +6% nature / +4% 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 | Elomiba ElomibaInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +1 Str Damage when the wearer hits(melee): 2 mind Changes resistances penetration: +5% mind Grants telepathy: All Rings can have magical properties. |
| Around neck | Gleamvagrant GleamvagrantInfused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when the wearer is hit: 20 light Changes resistances: +5% arcane / +9% fire / +9% cold / +9% lightning Amulets can have magical properties. |
| In main hand | Great Caller (10-11 power, 18 apr, nature damage) Great Caller (10-11 power, 18 apr, nature damage)Requires: - Willpower 34 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 10.0 - 11.0 Uses stats: 35% Wil, 50% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun / +5 Wil Changes damage: +8% physical / +8% fire / +8% cold Talent masteries: +0.10 Wild-gift / Summoning (utility) +0.10 Wild-gift / Summoning (augmentation) +0.10 Wild-gift / Summoning (melee) +0.10 Wild-gift / Summoning (distance) +0.10 Wild-gift / Summoning (advanced) Mindpower: +9 Mental crit. chance: +6% Heals friendly targets nearby when you use a nature summon: +30 Max wilder summons: +2 It can be used to activate talent Rage (costing 20 power out of 24/24) : Effective talent level: 5.6 Power cost: 20 out of 24/24. Range: 10.00 Travel Speed: instantaneous Is: a mind power and a nature gift Description: Induces a killing rage in one of your summons, increasing all its stats by 21 for 10 turns. This mindstar constantly emits a low tone. Life seems to be pulled towards it. |
| Around waist | Zubina the drakeskin leather belt Zubina the drakeskin leather beltInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +6 Physical power: +12 Armour: +15 Defense: +15 Changes stats: +5 Str / +4 Dex / +4 Wil / +4 Cun / +9 Con Changes resistances: +6% cold / +6% lightning / +3% blight / +3% darkness Physical save: +30 Spell save: +15 Mental save: +30 Mindpower: +10 A belt that goes around your waist. |
| In off hand | Bloomsoul (8-8.8 power, 13 apr, nature damage) Bloomsoul (8-8.8 power, 13 apr, nature damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 8.0 - 8.8 Uses stats: 25% Wil, 10% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +13 Physical crit. chance: +7.0% Attack speed: 100% When wielded/worn: Talent mastery: +0.20 Wild-gift / Fungus Life regen: +0.50 Mindpower: +12 Mental crit. chance: +8% Healing mod.: +10% It can be used to activate talent Bloom Heal (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 46 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
| Cloak | Serpentine Cloak (10 def, 0 armour) Serpentine Cloak (10 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 Changes stats: +6 Cun / +5 Con Changes resistances penetration: +15% nature Talent mastery: +0.10 Cunning / Stealth It can be used to activate talent Phase Door (costing 30 power out of 60/60) : Effective talent level: 2.0 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a small range of up to 5 grids. At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 5). If the target area is not in line of sight, there is a chance the spell will fizzle. The range will increase with your Spellpower. Cunning and malice seem to emanate from this cloak. |
| Main armor | Breath of Eyal (10 def, 10 armour) Breath of Eyal (10 def, 10 armour)Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +10 Defense: +10 Fatigue: +20% Changes resistances: +15% arcane / +20% fire / +20% cold / +20% lightning / +20% acid / +20% nature / +20% blight / +20% light / +20% darkness / +20% temporal / +10% all Spell save: +20 Mindpower: +10 This light weight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it felt in your hands. |
Inventory
duelist's regeneration infusion (heal 515 over 5 turns) duelist's regeneration infusion (heal 515 over 5 turns)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 heal yourself for 515 life over 5 turns. 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 ability. |
psychic's healing infusion (heal 419) psychic's healing infusion (heal 419)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: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 419 life. 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 ability. |
Elixir of Invulnerability Elixir of InvulnerabilityInfused by nature 2.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It's incredibly heavy. |
Rune of the Rift (466.00 temporal damage, removed from time 4 turns) Rune of the Rift (466.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4.00 Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Inflicts 466.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 60 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score |
Noonwhisper NoonwhisperInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances penetration: +15% light Changes damage: +9% light Grants telepathy: Dragon Mental save: +9 Equilibrium when hit: +0.20 Mental crit. chance: +3% Amulets can have magical properties. |
clarifying stralite amulet of cunning (+3) clarifying stralite amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +3 Cun Changes resistances: +19% mind Confusion immunity: +37% Amulets can have magical properties. |
cleansing gold amulet of constitution (+5) cleansing gold amulet of constitution (+5)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Con Changes resistances: +15% nature Poison immunity: +31% Amulets can have magical properties. |
gold amulet 'Ivimina' gold amulet 'Ivimina'Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +2 Cun Changes resistances: +3% temporal Talent mastery: +0.10 Wild-gift / Mindstar mastery Mental save: +14 Confusion immunity: +12% Life regen: +0.60 Mindpower: +17 Amulets can have magical properties. |
steel amulet of constitution (+2) steel amulet of constitution (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Con Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to not be of this world, switching rapidly. If used near a portal it could probably activate it. |
psionicist's stralite ring of fire (+22%) psionicist's stralite ring of fire (+22%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Wil Changes resistances: +22% fire Changes damage: +11% fire Mental save: +12 Rings can have magical properties. |
Serpent's Glare (7-7.7 power, 15 apr, nature damage) Serpent's Glare (7-7.7 power, 15 apr, nature damage)Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 Uses stats: 30% Wil, 10% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +15 Physical crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Poison immunity: +50% Mindpower: +5 Mental crit. chance: +5% It can be used to activate talent Spit Poison (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 10.00 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 98.40 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
This item will automatically be transmogrified when you leave the level. Tempestvortex (39.5-55.3 power, 6 apr)Tempestvortex (39.5-55.3 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3 Uses stat: 100% Str Damage type: Physical Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% Burst (radius 1) on hit: +16 lightning When wielded/worn: Damage when the wearer is hit: 16 lightning / 16 blight Changes resistances: +12% lightning Changes resistances penetration: +20% mind Changes damage: +12% acid Mental save: +12 Vim when firing critical spell: +4.00 Spellpower on spell critical (stacks up to 3 times): +8 Mental crit. chance: +4% Defense after a teleport: +20 Effect duration reduction after a teleport: +40% One-handed war axes. |
Emblem of Evasion Emblem of EvasionCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 2 When wielded/worn: Ranged Defense: +8 Changes stats: +5 Dex / +3 Cun / +2 Lck Slows Projectiles: +15% It can be used to activate talent Evasion (costing 40 power out of 40/40) : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 38% chance to completely evade them for 12 turns. Duration increases with your Willpower, and the chance to evade improves with your Cunning and Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
Oloregorain (1 def, 0 armour) Oloregorain (1 def, 0 armour)Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Damage when the wearer is hit: 20 acid Changes resistances: +18% fire / +15% blight A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Starhash (2 def, 0 armour) Starhash (2 def, 0 armour)Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 Changes stats: +2 Dex / +6 Wil Changes damage: +9% light Allows you to breathe in: water A cloth vestment. It offers no intrinsic protection but can be enchanted. |
heroic hardened leather gloves of dexterity (+3) (0 def, 6 armour) heroic hardened leather gloves of dexterity (+3) (0 def, 6 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +13 Armour: +6 Changes stats: +3 Dex Mental save: +8 Maximum life: +40.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 2 It is part of a set of items. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 Spell save: +12 Mental save: +12 A great helm that belonged to Garkul the Devourer, one of the greatest orcs to live. |
Rogue Plight (6 def, 7 armour) Rogue Plight (6 def, 7 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +7 Defense: +6 Fatigue: +7% Changes stats: +4 Con / +5 Wil Changes resistances: +35% blight Physical save: +35 Stun/Freeze immunity: +30% No rogue blades shall incapacitate the wearer of this armour. |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. Type: gem / black ; tier 4 When used to imbue an object: Changes stats: +25 Con Changes resistances: +25% nature / +10% cold / +10% darkness A piece of the scorched wood taken from the remains of Snaproot. |
270 alchemist agate 270 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Con / +5 Mag Changes damage: +10% fire / +10% cold / +10% lightning Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Con / +5 Mag Changes damage: +10% fire / +10% cold / +10% lightning Talent mastery: +0.20 Golem / Arcane Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone appears faded with age. It appears to have once been the eye of a golem. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
orb of command orb of commandPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb |
Orb of Scrying Orb of ScryingPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: It can be used to use the orb, costing 1 power out of 1/1. This orb was given to you by Elisa the Halfling scryer. It will automatically identify normal and rare items for you and can be activated to contact Elisa for rarer items. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem: Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
66 alchemist bloodstone 66 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life 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 Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, 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. |
hateful voratun torque of psychoportation [power 61] (30 cooldown) hateful voratun torque of psychoportation [power 61] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to teleport randomly (rad 61), placing all other charms into a 30 cooldown. When used: 100% chance to regenerate 11 hate. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level. voratun torque of kinetic psionic shield [power 173] (20 cooldown)voratun torque of kinetic psionic shield [power 173] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to setup a psionic shield, reducing all physical and acid damage by 173 for 6 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
Cystpride of cure illness [power 3] (20 cooldown) Cystpride of cure illness [power 3] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Damage when the wearer hits(melee): 18 nature / 6 blight Damage when the wearer is hit: 16 nature Changes resistances penetration: +25% blight It can be used to removes up to 3 diseases from the target, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
Achievements
A dangerous secret (Nightmare difficulty)
Found the mysterious staff and told Last Hope about it.By Sumna the Cornac Summoner level 33
77th Pyre 123rd year of Ascendancy at 22:05 see stats
Against all odds (Nightmare difficulty)
Killed Ukruk in the ambush.By Sumna the Cornac Summoner level 33
76th Pyre 123rd year of Ascendancy at 00:03 see stats
Antimagic! (Nightmare difficulty)
Completed antimagic training in the Ziguranth camp.By Sumna the Cornac Summoner level 13
15th Dusk 122nd year of Ascendancy at 04:01 see stats
Arachnophobia (Nightmare difficulty)
Destroyed the spydric menace.By Sumna the Cornac Summoner level 37
12nd Dusk 123rd year of Ascendancy at 08:11 see stats
Back and there again (Nightmare difficulty)
Opened a portal to the Far East from Maj'Eyal.By Sumna the Cornac Summoner level 45
76th Regrowth 124th year of Ascendancy at 00:06 see stats
Brave new world (Nightmare difficulty)
Went to the Far East and took part in the war.By Sumna the Cornac Summoner level 36
4th Dusk 123rd year of Ascendancy at 06:55 see stats
Curse Lifter (Nightmare difficulty)
Killed Ben Cruthdar the Cursed.By Sumna the Cornac Summoner level 16
65th Dusk 122nd year of Ascendancy at 01:38 see stats
Destroyer's bane (Nightmare difficulty)
Killed Golbug the Destroyer.By Sumna the Cornac Summoner level 35
7th Flare 123rd year of Ascendancy at 21:56 see stats
Earth Master (Nightmare difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Sumna the Cornac Summoner level 26
1st Time of Balance 123rd year of Ascendancy at 00:55 see stats
Exterminator (Nightmare difficulty)
Killed 1000 creatures.By Sumna the Cornac Summoner level 20
32nd Haze 122nd year of Ascendancy at 16:02 see stats
Eye of the storm (Nightmare difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Sumna the Cornac Summoner level 27
1st Pyre 123rd year of Ascendancy at 14:07 see stats
Genocide (Nightmare difficulty)
Killed the Orc Greatmother in the breeding pits, thus dealing a terrible blow to the orc race.By Sumna the Cornac Summoner level 39
5th Haze 123rd year of Ascendancy at 02:20 see stats
Home sweet home (Nightmare difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Sumna the Cornac Summoner level 21
33rd Haze 122nd year of Ascendancy at 01:37 see stats
Level 10 (Nightmare difficulty)
Got a character to level 10.By Sumna the Cornac Summoner level 10
2nd Mirth 122nd year of Ascendancy at 04:02 see stats
Level 20 (Nightmare difficulty)
Got a character to level 20.By Sumna the Cornac Summoner level 20
28th Haze 122nd year of Ascendancy at 03:23 see stats
Level 30 (Nightmare difficulty)
Got a character to level 30.By Sumna the Cornac Summoner level 30
23rd Pyre 123rd year of Ascendancy at 15:25 see stats
Level 40 (Nightmare difficulty)
Got a character to level 40.By Sumna the Cornac Summoner level 40
5th Regrowth 124th year of Ascendancy at 15:42 see stats
Level 50 (Nightmare difficulty)
Got a character to level 50.By Sumna the Cornac Summoner level 50
9th Mirth 124th year of Ascendancy at 22:08 see stats
Orcrist (Nightmare difficulty)
Killed the leaders of the Orc Pride.By Sumna the Cornac Summoner level 50
17th Dusk 124th year of Ascendancy at 04:51 see stats
Race through fire (Nightmare difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Sumna the Cornac Summoner level 47
45th Pyre 124th year of Ascendancy at 04:11 see stats
Rescuer of the lost (Nightmare difficulty)
Rescued the merchant from the assassin lord.By Sumna the Cornac Summoner level 21
2nd Decay 122nd year of Ascendancy at 17:50 see stats
Savior of the damsels in distress (Nightmare difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Sumna the Cornac Summoner level 25
49th Regrowth 123rd year of Ascendancy at 05:40 see stats
Shasshhiy'Kaish (Nightmare difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Sumna the Cornac Summoner level 34
1st Flare 123rd year of Ascendancy at 09:28 see stats
Size is everything (Nightmare difficulty)
Did over 1500 damage in one attack.By Sumna the Cornac Summoner level 47
45th Pyre 124th year of Ascendancy at 00:53 see stats
Size matters (Nightmare difficulty)
Did over 600 damage in one attack.By Sumna the Cornac Summoner level 24
40th Regrowth 123rd year of Ascendancy at 17:40 see stats
Sliders (Nightmare difficulty)
Activated a portal using the Orb of Many Ways.By Sumna the Cornac Summoner level 35
8th Flare 123rd year of Ascendancy at 20:27 see stats
The Arena (Nightmare difficulty)
Unlocked Arena mode.By Sumna the Cornac Summoner level 11
4th Flare 122nd year of Ascendancy at 17:28 see stats
The Legend of Garkul (Nightmare difficulty)
Learned the five chapters of the Legend of Garkul.By Sumna the Cornac Summoner level 50
18th Dusk 124th year of Ascendancy at 11:42 see stats
The Right thing to do (Nightmare difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Sumna the Cornac Summoner level 22
11st Regrowth 123rd year of Ascendancy at 17:04 see stats
There and back again (Nightmare difficulty)
Opened a portal to Maj'Eyal from the Far East.By Sumna the Cornac Summoner level 40
15th Regrowth 124th year of Ascendancy at 01:06 see stats
Treasure Hoarder (Nightmare difficulty)
Amassed 3000 gold pieces.By Sumna the Cornac Summoner level 31
64th Pyre 123rd year of Ascendancy at 19:59 see stats
Treasure Hunter (Nightmare difficulty)
Amassed 1000 gold pieces.By Sumna the Cornac Summoner level 20
31st Haze 122nd year of Ascendancy at 13:56 see stats
Vampire crusher (Nightmare difficulty)
Destroyed the Master in its lair of the Dreadfell.By Sumna the Cornac Summoner level 32
75th Pyre 123rd year of Ascendancy at 19:24 see stats
Log
Dolleg hits fire drake hatchling for 85 acid damage.
Dolleg hits fire drake hatchling for 85 acid damage.
Fire drake hatchling hits dolleg for 104 physical damage.
Fire drake hatchling hits dolleg for 98 physical damage.
Elandar casts Starfall.
Elandar's spell attains critical power!
Sumna is invigorated by the attack!
Sumna resists the darkness!
Dolleg resists the darkness!
Fire drake hatchling resists the darkness!
Argoniel resists the darkness!
Elandar hits Argoniel for 359 darkness damage.
Elandar hits fire drake hatchling for 747 darkness damage.
Elandar killed fire drake hatchling!
Elandar hits dolleg for 747 darkness damage.
Elandar hits fire drake hatchling for 747 darkness damage.
Elandar hits Sumna for 364 darkness damage.
Argoniel casts Bone Spear.
Argoniel hits Sumna for 249 physical damage.
Elandar casts Flame.
Elandar's spell attains critical power!
Sumna's mind surges with critical power!
Sumna is invigorated by the attack!
Sumna is on fire!
Elandar hits Sumna for 358 fire damage.
Talent Ritch Flamespitter is ready to use.
Talent War Hound is ready to use.
Saving done.
Saving done.
Saving game...
