Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
Addons | Items Vault 1.2.0Donators/Buyers bonus! ZOmnibus Addon Pack 1.2.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Cornac |
Class | Berserker |
Level / Exp | 24 / 33% |
Size | medium |
Lifes / Deaths | Killed by Ivadanor the snow giant chieftain at level 12 on the 52nd Dusk 122nd year of Ascendancy at 11:43 0 / 8Killed by snow giant boulder thrower at level 12 on the 53rd Dusk 122nd year of Ascendancy at 11:10 Killed by snow giant boulder thrower at level 12 on the 53rd Dusk 122nd year of Ascendancy at 16:39 Killed by Poregaba the thief at level 14 on the 9th Haze 122nd year of Ascendancy at 01:05 Killed by Isdre at level 18 on the 43rd Haze 122nd year of Ascendancy at 17:39 Killed by snow giant boulder thrower at level 20 on the 63rd Haze 122nd year of Ascendancy at 19:06 Killed by Gura the storm drake at level 24 on the 4th Regrowth 123rd year of Ascendancy at 19:06 Killed by elven corruptor at level 24 on the 16th Regrowth 123rd year of Ascendancy at 00:45 |
Antimagic | Follower |
Primary Stats
Strength | 67.567067391361 (base 45) |
Dexterity | 36.567067391361 (base 17) |
Constitution | 60.567067391361 (base 41) |
Magic | 10 (base 10) |
Willpower | 25 (base 19) |
Cunning | 24 (base 12) |
Resources
Life | -491/767 |
Stamina | 155/202 |
Equilibrium | 0 |
Healing Factor | 1 |
Regeneration | 69.066163352232 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 5 |
See Stealth | 10 |
See Invisible | 10 |
Offense: Mainhand
Damage | 144 |
Accuracy | 66 |
Crit Chance | 85% |
APR | 33 |
Speed | 1.00 |
Offense: Spell
Spellpower | 5 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 25.05 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 4.3969408027304 (30%) |
Defense | 30.749236793488 |
Ranged Defense | 30.749236793488 |
Fatigue | 14 |
Physical Save | 45.082315724651 |
Spell Save | 50.483333333333 |
Mental Save | 47.85 |
Defense: Resistances
All | + 18%( 70%) |
Defense: Immunities
Pinning Resistance | 100% |
Stun Resistance | 44% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical effects and reduce all damage taken by 30% for 6 turns. |
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 280 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 14 for 10 turns. While Heroism is active, you will only die when reaching -432 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to instantly heal yourself for 187 and cleanse 1 wound and poison effect. Its effects scale with your Strength stat. |
Class Talents
Technique / Berserker's strength | 1.30 |
| 2/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Technique / Bloodthirst | 1.20 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Two-handed assault | 1.30 |
| 3/5 |
| 3/5 |
| 2/5 |
| 2/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 2/5 |
| 4/5 |
| 1/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Effects
talent | Berserker Rage |
detrimental effect | The more you use infusions, the longer they will take to recharge (+4 cooldowns). Infusion Saturation |
beneficial effect | Increases your three highest stats by 12. Heroism |
beneficial effect | The thrill of combat improves the target's maximum life by 2%, life regeneration by 7.82, and stamina regeneration by 1.56. Bloodbath |
beneficial effect | A flow of life spins around the target, regenerating 55.99 life per turn. Regeneration |
detrimental effect | The target has been splashed with acid, taking 9.31 acid damage per turn, reducing armour by 15 and attack by 13. Acid Splash |
beneficial effect | Increases critical hit chance by 67%. Berserker Rage |
beneficial effect | The target is recovering 36 life each turn. Recovery |
beneficial effect | You gain 11% resistance against fire. Resolve |
beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
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. | active |
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. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved mental save by +4. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Wild-gift / Call of the wild (at mastery 0.80). | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Willpower by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved spell save by +4. | 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 warrior from death by cold drake hatchling. Escort: lost warrior (level 1 of Daikara) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 29. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed xorn fragment. * You've found the needed green worm. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed red crystal shard. * You've found the needed chunk of ghoul flesh. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed skeleton mage skull. * You've found the needed vial of fire wyrm saliva. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
Equipment
On feet | wanderer's pair of hardened leather boots of tirelessness (0 def, 3 armour) wanderer's pair of hardened leather boots of tirelessness (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Cun / +2 Con Physical save: +10 Mental save: +12 Stamina each turn: +0.80 Maximum stamina: +15.00 A pair of boots made of leather. Press to compare |
Light source | Yveyatira the alchemist's lamp Yveyatira the alchemist's lampInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 15% chance to corrode armor Damage when hit (Melee): 4 acid Changes resistances: +9% acid Changes damage: +15% blight Mental save: +6 Light radius: +3 See stealth: +10 See invisible: +10 A normal brass lantern, enhanced by alchemy to make it brighter. Press to compare |
On head | bladed hardened leather cap of knowledge (0 def, 3 armour) bladed hardened leather cap of knowledge (0 def, 3 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 7 physical Changes stats: +3 Str / +2 Wil / +4 Cun Mindpower: +3 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 219.3 Physical damage. If the attack hits, the target is confused (39% 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. Press to compare |
Tool | psionic dwarven-steel torque of psychoportation [power 35] (26/30 cooldown) psionic dwarven-steel torque of psychoportation [power 35] (26/30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to teleport randomly (rad 35), placing all other charms into a 30 cooldown. When used: 100% chance to regenerate 5 psi. Torques are made by powerful psionics to store psionic powers. Press to compare |
On fingers | Isseleg IsselegCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Reduces incoming crit damage: 10.00% Physical save: +7 Spell save: +18 Mental save: +25 Rings can have magical properties. Press to compare |
On fingers | titan's steel ring of pilfering titan's steel ring of pilferingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +10 Armour penetration: +8 Defense: +8 Changes stats: +3 Con Physical save: +6 Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. Press to compare |
Around waist | rough leather belt 'Globeth' rough leather belt 'Globeth'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Str / +1 Dex Changes resistances: +6% cold / +5% fire Stamina each turn: +0.40 A belt that goes around your waist. Press to compare |
In main hand | Unstoppable Mauler (48-72 power, 15 apr) Unstoppable Mauler (48-72 power, 15 apr)Requires: - Strength 40 Crafted by a master 5.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 48.0 - 72.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +3.0% Attack speed: 100% When this weapon hits: Sunder Armour (15% chance level 3). When wielded/worn: Accuracy: +20 Pinning immunity: +100% Knockback immunity: +100% It can be used to activate talent Fearless Cleave (costing 18 power out of 18/18) : Effective talent level: 3.9 Power cost: 18 out of 18/18. Range: melee/personal Travel Speed: instantaneous Description: Take a step toward your foes using the momentum to cleave all creatures in a 3 wide arc in front of you for 167% weapon damage. If you failed to move the damage is instead 84%. A huge greatmaul of incredible weight. Wielding it, you feel utterly unstoppable. Press to compare |
On hands | brawler's rough leather gloves of butchering (0 def, 1 armour) brawler's rough leather gloves of butchering (0 def, 1 armour)Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 Armour penetration: +5 Physical power: +5 Armour: +1 Changes stats: +2 Str / +2 Dex / +2 Cun Changes resistances: +6% blight Talent cooldown: Double Strike (-1 turn) Physical save: +6 Spell save: +9 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
Main armor | Arudhemina the hardened leather armour (12 def, 12 armour) Arudhemina the hardened leather armour (12 def, 12 armour)Requires: - Strength 16 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +12 Defense: +12 Fatigue: +8% Changes stats: +2 Str / +3 Dex / +2 Cun Reduces incoming crit damage: 5.00% Mental save: +18 A suit of armour made of leather. Press to compare |
Cloak | murderer's cashmere cloak of Iron Throne (2 def, 0 armour) murderer's cashmere cloak of Iron Throne (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +6 Armour penetration: +5 Defense: +2 Changes stats: +2 Str / +2 Dex / +1 Cun / +3 Con A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
Around neck | Phoenixglean PhoenixgleanInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +11 Defense: +7 Damage when hit (Melee): 4 fire Changes stats: +8 Lck Changes resistances: +6% mind Changes damage: +6% mind Reduce all damage from unseen attackers: 11% Amulets can have magical properties. Press to compare |
Inventory
wild infusion (resist 24%; cure physical) wild infusion (resist 24%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 24% for 5 turns. 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. Press to compare |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... Press to compare |
savior's steel ring of nature (+22%) savior's steel ring of nature (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +22% nature Changes damage: +11% nature Physical save: +7 Spell save: +6 Mental save: +7 Rings can have magical properties. Press to compare |
Saleda the Shimmerwilder Saleda the ShimmerwilderInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +30% lightning Changes damage: +14% lightning Mental save: +3 Silence immunity: +5% Rings can have magical properties. Press to compare |
This item will automatically be transmogrified when you leave the level. steel battleaxe 'Durehell' (21.5-32.25 power, 2 apr)steel battleaxe 'Durehell' (21.5-32.25 power, 2 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 21.5 - 32.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +21 ice When wielded/worn: Armour: +9 Changes stats: +1 Wil Changes resistances penetration: +10% cold Changes damage: +6% blight Critical mult.: +10.00% Spell save: +10 Vim when firing critical spell: +2.00 Massive two-handed battleaxes. Press to compare |
Spellcrusher (32-48 power, 4 apr) Spellcrusher (32-48 power, 4 apr)Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 5.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 32.0 - 48.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 50% chance to shatter magical shields Damage (Melee): +20 nature / +0 manaburn arcane When wielded/worn: Changes stats: +6 Con Changes resistances: +0% arcane / +0% blight Changes damage: +25% nature Spell save: +15 This large steel greatmaul has thick vines wrapped around the handle. Press to compare |
dwarven-steel greatmaul of purging (42.5-63.75 power, 2 apr) dwarven-steel greatmaul of purging (42.5-63.75 power, 2 apr)Requires: - Strength 24 Infused by arcane disrupting forces 5.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 42.5 - 63.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +10 nature Massive two-handed mauls. Press to compare |
This item will automatically be transmogrified when you leave the level. inquisitor's dwarven-steel mace of projection (24.5-34.3 power, 4 apr)inquisitor's dwarven-steel mace of projection (24.5-34.3 power, 4 apr) Requires: - Strength 24 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 24.5 - 34.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% On weapon hit: * 15 arcane resource burn On weapon crit: * burns latent spell energy Damage (Melee): +9 mind It can be used to project an attack as mind damage doing 150% weapon damage at range 10, placing all other charms into a 6 cooldown. Blunt and deadly. Press to compare |
This item will automatically be transmogrified when you leave the level. Brandpower (8 def, 9 armour, 123 block)Brandpower (8 def, 9 armour, 123 block) Requires: - Strength 24 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +9 Defense: +8 Ranged Defense: +8 Fatigue: +12% Damage when hit (Melee): 4 mind Changes resistances: +12% fire Changes damage: +6% fire Talent granted: +3 Block Handheld deflection devices. |
cashmere cloak 'Mirevice' (2 def, 0 armour) cashmere cloak 'Mirevice' (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Changes stats: +1 Str / +2 Con Changes resistances: +3% blight / +1% physical Changes resistances penetration: +10% nature Stun/Freeze immunity: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
Cuthichak (0 def, 1 armour) Cuthichak (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 lightning Changes resistances: +6% lightning / +3% fire / +3% mind / +9% cold Changes damage: +4% lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
Spellhunt Remnants (3 def, 4 armour) Spellhunt Remnants (3 def, 4 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +3 Spell save: +8 Mindpower: +8 Mental crit. chance: +3% It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These voratun gauntlets appear to have suffered considerable damage. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Press to compare |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
2 emerald 2 emerald0.00 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 Gems can be sold for money or used in arcane rituals. |
2 quartz 2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% 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. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Con / +5 Mag 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. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings, 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. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. Press to compare |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) 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. |
Achievements
By Isdre the Cornac Berserker level 11
21st Dusk 122nd year of Ascendancy at 08:39 see stats
By Isdre the Cornac Berserker level 11
44th Dusk 122nd year of Ascendancy at 12:25 see stats
By Isdre the Cornac Berserker level 18
42nd Haze 122nd year of Ascendancy at 11:07 see stats
By Isdre the Cornac Berserker level 22
1st Regrowth 123rd year of Ascendancy at 22:27 see stats
By Isdre the Cornac Berserker level 16
11st Haze 122nd year of Ascendancy at 19:54 see stats
By Isdre the Cornac Berserker level 10
17th Dusk 122nd year of Ascendancy at 14:59 see stats
By Isdre the Cornac Berserker level 20
63rd Haze 122nd year of Ascendancy at 14:22 see stats
By Isdre the Cornac Berserker level 23
4th Regrowth 123rd year of Ascendancy at 08:38 see stats
By Isdre the Cornac Berserker level 24
16th Regrowth 123rd year of Ascendancy at 00:41 see stats
By Isdre the Cornac Berserker level 7
77th Pyre 122nd year of Ascendancy at 13:47 see stats
By Isdre the Cornac Berserker level 20
64th Haze 122nd year of Ascendancy at 03:22 see stats
By Isdre the Cornac Berserker level 9
7th Dusk 122nd year of Ascendancy at 22:01 see stats
By Isdre the Cornac Berserker level 9
7th Dusk 122nd year of Ascendancy at 12:14 see stats
By Isdre the Cornac Berserker level 21
65th Haze 122nd year of Ascendancy at 22:33 see stats
By Isdre the Cornac Berserker level 20
63rd Haze 122nd year of Ascendancy at 19:06 see stats
Log
Isdre stops burning.
Isdre is cured!
Isdre lessens the pain.
Isdre uses Fearless Cleave.
Elven warrior is not dazed anymore.
Elven warrior vanishes from sight.
Elven warrior deactivates Secrets of the Eternals.
Isdre shrugs off the effect 'Blinded'!
Isdre is invigorated by the attack!
Isdre performs a melee critical strike against Elven cultist!
Isdre's blood frenzy intensifies!
Elven cultist is dazed!
Isdre performs a melee critical strike against Elven warrior!
Elven warrior is not dazed anymore.
Isdre uses Sunder Armour.
Isdre performs a melee critical strike against Elven warrior!
Isdre's mind surges with critical power!
Isdre is invigorated by the attack!
Isdre's blood frenzy intensifies!
Isdre is invigorated by the attack!
Isdre's blood frenzy intensifies!
Elven warrior hits Isdre for 8 fire damage.
Isdre hits Elven warrior for 130 physical damage.
Isdre hits Elven cultist for (257 absorbed), 0 physical (0 total damage).
Isdre hits Elven warrior for 226 physical, 365 physical (591 total damage).
Elven warrior hits Isdre for 12 fire, 11 fire (23 total damage).
Isdre killed Elven warrior!
Elven corruptor casts Blood Grasp.
Elven corruptor's spell attains critical power!
Saving game...