










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official 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:
|
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Ogre |
Class | Sun Paladin |
Level / Exp | 27 / 0% |
Size | big |
Lifes / Deaths | Killed by skeleton warrior at level 27 on the 68th Regrowth 123rd year of Ascendancy at 13:23 / 1 |
Primary Stats
Strength | 65 (base 47) |
Dexterity | 25 (base 16) |
Constitution | 29 (base 10) |
Magic | 63 (base 54) |
Willpower | 14 (base 10) |
Cunning | 25 (base 16) |
Resources
Life | -53/920 |
Mana | 156/156 |
Stamina | 141/207 |
Positive | 66/88 |
Healing Factor | 1.2116437313766 |
Regeneration | 1.5145546642208 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 13 |
Infravision | 6 |
Offense: Mainhand
Damage | 116 |
Accuracy | 42 |
Crit Chance | 26% |
APR | 4 |
Speed | 0.90 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 35 |
Crit Chance | 20% |
Speed | 1 |
Offense: Mind
Mindpower | 23 |
Crit Chance | 11% |
Speed | 1 |
Offense: Damage Bonus
Physical | +6% |
Acid | +3% |
Light | +24% |
Temporal | +3% |
Darkness | +15% |
Arcane | +12% |
Cold | +12% |
All | 0% |
Offense: Damage Penetration
Darkness | +10% |
Light | +5% |
Physical | +10% |
Lightning | +13% |
Acid | +15% |
Defense: Base
Armour (hardiness) | 66.416050405667 (86.629213483146%) |
Defense | 47 |
Ranged Defense | 53 |
Fatigue | 19 |
Physical Save | 54 |
Spell Save | 38 |
Mental Save | 38 |
Defense: Resistances
Acid | + 15%( 70%) |
Blight | + 38%( 70%) |
Physical | + 22%( 70%) |
Cold | + 42%( 70%) |
All | 0%( 70%) |
Darkness | + 63%( 70%) |
Light | + 30%( 70%) |
Mind | + 6%( 70%) |
Fire | + 49%( 70%) |
Nature | 0%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 31% |
Pinning Resistance | 100% |
Silence Resistance | 21% |
Instadeath Resistance | 100% |
Knockback Resistance | 70% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 18% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 13% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 16 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 509 damage for 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 570% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Guardian | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Celestial / Combat | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Technique / Shield offense | 1.10 |
| 3/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Technique / Two-handed assault | 1.10 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Generic Talents
Celestial / Light | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.10 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Effects
talent | Shield of Light |
talent | Weapon of Light |
talent | Chant of Fortitude |
talent | Premonition |
detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 20% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
beneficial effect | Reduces blight damage received by 14%. Premonition Shield |
beneficial effect | The target is under protection, removing one negative effect per turn. Providence |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
beneficial effect | Increases the effectiveness of all healing the target receives by 36%. Empowered Healing |
beneficial effect | Reduces physical damage received by 21% and provides a 11% chance to ignore critical hits. Juggernaut |
beneficial effect | The target has 24% chance to evade melee and ranged attacks and gains 13 defense. Evasion |
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. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
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 heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved Magic by +2. | done |
You failed to protect the lone alchemist from death by Porasenn the vampire lord. Escort: lone alchemist (level 3 of Dreadfell) | failed |
You failed to protect the lost anorithil from death by Adetira the skeleton warrior. Escort: lost anorithil (level 1 of Dreadfell) | failed |
You successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 8 of Dreadfell. Escort: lost sun paladin (level 8 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Scintillating Caves. Escort: temporal explorer (level 2 of Scintillating Caves)As a reward you improved talent Foresight (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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: 132. | 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 named Urkis. The mages of Angolwen are ready to teleport you there. | 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 sandworm tooth. * You've found the needed faerlhing fang. * You've found the needed ice ant stinger. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed ice wyrm tooth. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed red crystal shard. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed length of troll intestine. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +11 (+4 eff.) Fatigue: +1% Silence immunity: +21% Confusion immunity: +21% Stun/Freeze immunity: +21% Activating this item is instant. 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 and reflexes allow you to anticipate attacks against you, granting you a 24% chance to evade melee and ranged attacks and 13 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Light source | ![]() Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+4 eff.) Mindpower: +10 (+4 eff.) Light radius: +10 Absorbs all darkness (power 62, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 182.85 darkness damage (based on Mindpower and charge), costing 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
On head | ![]() Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +6 (+1 eff.) Armour: +10 Fatigue: +4% Changes stats: +4 Cun / +3 Wil Changes resistances: +9% darkness Only die when reaching: -40.00 life Mindpower: +4 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +10.0% Physical power: +6 (+1 eff.) Armour: +2 Changes stats: +2 Str / +3 Dex Changes damage: +6% physical Critical mult.: +9.00% Life regen: +1.00 Spell crit. chance: +9% Mental crit. chance: +6% Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +15% acid / +9% darkness / +12% light Changes resistances penetration: +15% acid Changes damage: +6% light / +3% acid Damage affinity(heal): +15% darkness Light radius: +2 Infravision radius: +6 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: -5% Changes resistances: +12% blight Changes damage: +12% arcane Maximum encumbrance: +23 Spell save: +10 (+4 eff.) Pinning immunity: +15% Rings can have magical properties. |
On fingers | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +1% physical / +12% blight / +24% cold / +6% mind / +9% fire Changes damage: +12% cold Stun/Freeze immunity: +5% Knockback immunity: +10% Rings can have magical properties. |
Around neck | ![]() Crafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Activating this item is instant. It can be used to activate talent Juggernaut (costing 30 power out of 22/60) : Effective talent level: 2.0 Power cost: 30 out of 22/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 21% and provides a 11% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
In main hand | ![]() Requires: - Strength 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 69.0 - 103.5 Uses stat: 120% Str Damage type: Light Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 111% On weapon hit: * 21% chance to daze at end of turn Damage (Melee): +34 insidious poison / +8 light Burst (radius 1) on hit: +4 light When wielded/worn: Accuracy: +16 (+4 eff.) Damage when hit (Melee): 8 light / 8 temporal Changes stats: +5 Str / +7 Dex / +5 Mag / +3 Wil / +3 Cun / +5 Con Changes resistances penetration: +13% lightning Changes damage: +3% light / +3% temporal Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Massive two-handed mauls. |
Around waist | ![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Fatigue: -6% Changes stats: +2 Con Changes resistances: +18% light Changes resistances penetration: +5% light / +10% physical Critical mult.: +3.00% Maximum encumbrance: +26 A belt that goes around your waist. |
In off hand | ![]() Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 47.5 - 57.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +140 On weapon hit: * 22% chance to daze at end of turn When wielded/worn: Armour: +2 Defense: +10 (+3 eff.) Ranged Defense: +10 (+4 eff.) Fatigue: +14% Damage (Melee): 6 lightning Damage when hit (Melee): 14 lightning Changes resistances: +19% cold Talent granted: +4 Block Handheld deflection devices. |
Cloak | ![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +17 (+4 eff.) Defense: +2 (+1 eff.) Fatigue: -6% Changes resistances: +15% fire Physical save: +30 (+9 eff.) Pinning immunity: +20% Stun/Freeze immunity: +10% Knockback immunity: +20% Maximum life: +49.00 Maximum stamina: +19.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Strength 44 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +32 Armour Hardiness: +10% Defense: +20 (+7 eff.) Fatigue: +15% Changes stats: +6 Con Changes resistances: +25% darkness / +25% fire Physical save: +40 (+11 eff.) Stun/Freeze immunity: +40% Knockback immunity: +40% Healing mod.: -30% This heavy dwarven-steel armour was created in the deepest forges of the Iron Throne. While it grants incomparable protection, it demands that you rely only on your own strength. |
Inventory
![]() 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 222 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 648% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic 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. |
![]() 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: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 338 life over 5 turns. Its effects scale with your Magic 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. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 212.18 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (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. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 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 313 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 107 with a minimum range of 15. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 8 nature Changes stats: +3 Str Changes resistances penetration: +10% nature Changes damage: +6% nature Grants telepathy: Humanoid/Orc Mental save: +20 (+7 eff.) Mental crit. chance: +2% Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Cut immunity: +40% Healing mod.: +11% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 133 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
![]() 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 Amulets can have magical properties. |
![]() 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 Amulets can have magical properties. |
![]() 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 Amulets can have magical properties. |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+4 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
![]() 0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings can have magical properties. |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Changes resistances: +11% mind Changes damage: +11% mind Rings can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Changes resistances: +20% lightning Changes damage: +10% lightning Maximum encumbrance: +22 Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings can have magical properties. |
![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Mag Mental save: +5 (+2 eff.) Spellpower: +2 (+1 eff.) Mindpower: +10 (+4 eff.) See invisible: +9 A belt that goes around your waist. |
![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +6 Mag / +9 Wil / +4 Con Changes resistances: +19% cold Changes damage: +10% nature / +13% cold Poison immunity: +24% Disease immunity: +20% Mana each turn: +0.10 Psi each turn: +0.18 Mindpower: +6 (+2 eff.) Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 8 fire Changes resistances: +9% lightning / +7% fire / +9% light Changes damage: +12% light / +6% fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Armour: +4 Fatigue: +4% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 nature Changes stats: +3 Cun / +3 Dex Changes resistances: +3% nature Changes resistances penetration: +5% lightning / +15% nature A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +6% cold Allows you to breathe in: water Physical save: +11 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +14 Defense: +4 (+1 eff.) Fatigue: +17% Changes resistances: +12% temporal Reduces incoming crit damage: 10.00% Physical save: +7 (+2 eff.) Silence immunity: +35% Disarm immunity: +10% Knockback immunity: +10% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A suit of armour made of metal plates. |
![]() Requires: - Strength 25 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 21.5 - 30.1 Uses stat: 150% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +2.0% Block value: +60 When wielded/worn: Armour: +10 Defense: +9 (+3 eff.) Fatigue: +14% Changes resistances: +20% cold / +20% darkness / +20% nature Talent granted: +3 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 4 light Changes stats: +4 Wil Changes resistances: +9% darkness Changes damage: +6% mind Physical save: +9 (+3 eff.) Cut immunity: +10% 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. |
![]() Infused 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 (58 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 5 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Maximum life: +47.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, 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. |
![]() Powered 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 are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to teleport randomly (rad 36), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Pretty Bright 4 A Giant the Ogre Sun Paladin level 13
75th Dusk 122nd year of Ascendancy at 03:16 see stats
By Pretty Bright 4 A Giant the Ogre Sun Paladin level 21
47th Regrowth 123rd year of Ascendancy at 20:10 see stats
By Pretty Bright 4 A Giant the Ogre Sun Paladin level 19
27th Regrowth 123rd year of Ascendancy at 14:22 see stats
By Pretty Bright 4 A Giant the Ogre Sun Paladin level 20
39th Regrowth 123rd year of Ascendancy at 04:55 see stats
By Pretty Bright 4 A Giant the Ogre Sun Paladin level 20
34th Regrowth 123rd year of Ascendancy at 22:09 see stats
By Pretty Bright 4 A Giant the Ogre Sun Paladin level 10
9th Dusk 122nd year of Ascendancy at 11:26 see stats
By Pretty Bright 4 A Giant the Ogre Sun Paladin level 20
34th Regrowth 123rd year of Ascendancy at 21:21 see stats
By Pretty Bright 4 A Giant the Ogre Sun Paladin level 13
59th Dusk 122nd year of Ascendancy at 11:22 see stats
By Pretty Bright 4 A Giant the Ogre Sun Paladin level 24
59th Regrowth 123rd year of Ascendancy at 19:30 see stats
By Pretty Bright 4 A Giant the Ogre Sun Paladin level 19
27th Regrowth 123rd year of Ascendancy at 14:22 see stats
By Pretty Bright 4 A Giant the Ogre Sun Paladin level 10
11st Dusk 122nd year of Ascendancy at 14:03 see stats
By Pretty Bright 4 A Giant the Ogre Sun Paladin level 13
6th Haze 122nd year of Ascendancy at 00:23 see stats
By Pretty Bright 4 A Giant the Ogre Sun Paladin level 26
68th Regrowth 123rd year of Ascendancy at 12:12 see stats
By Pretty Bright 4 A Giant the Ogre Sun Paladin level 19
27th Regrowth 123rd year of Ascendancy at 11:50 see stats
Log
Skeleton mage's spell attains critical power!
The shield around skeleton warrior crumbles.
Pretty Bright 4 A Giant deactivates Second Life.
Pretty Bright 4 A Giant has been healed by a blast of positive energy!
Skeleton mage hits Skeleton warrior for (49 absorbed), 193 arcane (194 total damage).
Skeleton mage hits Skeleton master archer for (242 absorbed), 0 arcane (0 total damage).
Skeleton mage hits Pretty Bright 4 A Giant for 0 arcane damage.
Pretty Bright 4 A Giant receives 2 healing from Shield of Light.
Pretty Bright 4 A Giant receives 51 healing.
Pretty Bright 4 A Giant is no longer poisoned.
Talent Death Dance is ready to use.
Pretty Bright 4 A Giant receives 2 healing from Shield of Light.
Insidious Poison from Losselhing hits Pretty Bright 4 A Giant for 37 nature damage.
Pretty Bright 4 A Giant casts Wave of Power.
Pretty Bright 4 A Giant casts Bathe in Light.
A shield forms around skeleton warrior.
A shield forms around Pretty Bright 4 A Giant.
Skeleton warrior receives 40 healing from Pretty Bright 4 A Giant's healing light area effect.
Skeleton master archer receives 40 healing from Pretty Bright 4 A Giant's healing light area effect.
Pretty Bright 4 A Giant receives 35 healing from Pretty Bright 4 A Giant's healing light area effect.
Skeleton mage receives 37 healing from Ghoulking's purging blight area effect.
Skeleton master archer receives 38 healing from Ghoulking's purging blight area effect.
Armoured skeleton warrior receives 38 healing from Ghoulking's purging blight area effect.
Skeleton warrior receives 38 healing from Ghoulking's purging blight area effect.
Armoured skeleton warrior receives 38 healing from Ghoulking's purging blight area effect.
Skeleton warrior uses Stunning Blow.
Your shield crumbles under the damage!
The shield around Pretty Bright 4 A Giant crumbles.
Saving game...