Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Ashes of Urh'Rok 1.2.4Official 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:
Items Vault 1.3.0Donators/Buyers bonus! Everything is Unique! 1.2.5Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Cornac |
Class | Adventurer |
Level / Exp | 19 / 66% |
Size | medium |
Lifes / Deaths | Killed by Layorarin the wolf at level 10 on the 77th Pyre 122nd year of Ascendancy at 16:30 0 / 6Killed by Silawyn the stone troll at level 11 on the 77th Pyre 122nd year of Ascendancy at 18:14 Killed by Salumira the copperhead snake at level 17 on the 6th Mirth 122nd year of Ascendancy at 03:40 Killed by Vorema the large brown snake at level 18 on the 7th Mirth 122nd year of Ascendancy at 23:56 Killed by Vorugann the deformed great wolf at level 19 on the 3rd Summertide 122nd year of Ascendancy at 21:12 Killed by Veledassra the gloomy wolf at level 19 on the 1st Flare 122nd year of Ascendancy at 02:36 |
Primary Stats
Strength | 63 (base 47) |
Dexterity | 23 (base 12) |
Constitution | 26 (base 12) |
Magic | 44 (base 34) |
Willpower | 17 (base 12) |
Cunning | 18 (base 12) |
Resources
Life | -59/432 |
Positive | 84/104 |
Stamina | 67/182 |
Paradox | 310 |
Healing Factor | 1.13 |
Regeneration | 1.8645 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 4 |
See Stealth | 7 |
See Invisible | 9 |
ESP Range | 10 |
ESP Kinds | humanoid/orc |
Offense: Mainhand
Damage | 74 |
Accuracy | 42 |
Crit Chance | 15% |
APR | 7 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 35 |
Crit Chance | 11% |
Speed | 1 |
Offense: Mind
Mindpower | 19.1 |
Crit Chance | 13% |
Speed | 1 |
Defense: Base
Armour (hardiness) | 27.4 (74.117647058824%) |
Defense | 0 |
Ranged Defense | 20 |
Fatigue | 37 |
Physical Save | 38.125 |
Spell Save | 25.225 |
Mental Save | 25.675 |
Defense: Resistances
All | + 2%( 73%) |
Defense: Immunities
Pinning Resistance | 29% |
Disarm Resistance | 69% |
Bleed Resistance | 15% |
Confusion Resistance | 25% |
Silence Resistance | 20% |
Stun Resistance | 22% |
Instadeath Resistance | 100% |
Knockback Resistance | 29% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and poison effect. |
Class Talents
Celestial / Sun | 1.00 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.00 |
| 4/5 |
| 1/5 |
| 4/5 |
| 4/5 |
Chronomancy / Temporal Hounds | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Combat | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Chronomancy / Spacetime Weaving | 1.00 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Chronomancy / Chronomancy | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Effects
talent | Temporal Hounds |
talent | Weapon Folding |
detrimental effect | The target is hexed, creating an empathic bond with its victims. It takes 3% feedback damage from all damage done. Empathic Hex |
beneficial effect | The target is able to instantly travel alongside Sun Paths. Path of the Sun |
detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
detrimental effect | The target is hexed, granting it 21% chance each turn to be dazed for 3 turns. Pacification Hex |
detrimental effect | The target is pinned to the ground, unable to move. Pinned to the ground |
beneficial effect | The target is out of phase with reality, increasing defense by 5, resist all by 2%, and reducing the duration of detrimental timed effects by 10%. Out of Phase |
beneficial effect | Absorbs 208 damage from the next blockable attack. Blocking |
beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+12). Continuum Destabilization |
detrimental effect | HUNNER is writhing in agony, suffering from 4 to 18 damage over 5 turns. Agony |
Quests
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Magic by +2. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved Dexterity by +2. | 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 |
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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | 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. | active |
Equipment
On feet | Biletitan the pair of rough leather boots (12 def, 1 armour) Biletitan the pair of rough leather boots (12 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +12 (+0 eff.) Fatigue: +1% Effects on melee hit: * Slows global speed by 15% * 20% chance to gain 10% of a turn Changes resistances: +3% nature Changes damage: +21% temporal Silence immunity: +20% Confusion immunity: +25% Stun/Freeze immunity: +22% It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 26% chance to completely evade them and granting you 14 defense for 7 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
Light source | Tulakalthomakhad TulakalthomakhadPowered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to gain 10% of a turn Changes stats: +4 Mag Changes resistances: +5% arcane Changes resistances penetration: +10% temporal Changes damage: +3% temporal Mental save: +7 (+4 eff.) Spellpower: +6 (+3 eff.) Light radius: +4 See stealth: +7 See invisible: +6 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 | iron helm 'Radhodunarek' (0 def, 3 armour) iron helm 'Radhodunarek' (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +5% Damage when hit (Melee): 8 arcane Changes stats: +3 Str / +3 Dex / +1 Mag / +2 Wil / +3 Con / +6 Lck Changes resistances penetration: +5% arcane Spell crit. chance: +4% Mental crit. chance: +6% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | iron gauntlets 'Ragodir' (2 def, 1 armour) iron gauntlets 'Ragodir' (2 def, 1 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Ranged Defense: +2 (+1 eff.) Damage (Melee): 7 fire Changes stats: +3 Str / +3 Wil / +5 Con Changes resistances: +6% fire / +9% mind / +3% cold Changes damage: +4% fire Talent mastery: +0.20 Technique / Grappling Reduces incoming crit damage: 10.00% Physical save: +14 (+5 eff.) Spell save: +7 (+4 eff.) Mental save: +4 (+2 eff.) Cut immunity: +15% Disarm immunity: +46% Knockback immunity: +5% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 4.0 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 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | supercharged iron torque of kinetic psionic shield [power 33] (21/27 cooldown) supercharged iron torque of kinetic psionic shield [power 33] (21/27 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 33 for 7 turns, putting all charms on cooldown for 27 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | Mayedhemita the Flashsnake Mayedhemita the FlashsnakePowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +5 Str / +3 Mag / +5 Con Changes resistances: +22% darkness / +12% fire Changes resistances penetration: +5% fire Changes damage: +11% darkness Grants telepathy: Humanoid/Orc Rings can have magical properties. |
On fingers | Bloomumbra BloomumbraPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 4 fire Changes resistances: +12% temporal / +22% fire Changes resistances penetration: +20% nature / +15% fire Changes damage: +20% fire / +12% nature / +12% temporal Disarm immunity: +23% Pinning immunity: +24% Knockback immunity: +24% Maximum life: +23.00 Rings can have magical properties. |
Around neck | copper amulet 'Isludhera' copper amulet 'Isludhera'Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +4 Defense: +5 (+0 eff.) Changes resistances: +1% physical / +13% cold / +12% fire Changes resistances cap: +3% all Reduces incoming crit damage: 10.00% Maximum encumbrance: +20 Physical save: +9 (+4 eff.) Life regen: +0.20 Maximum stamina: +10.00 See invisible: +3 Amulets can have magical properties. |
In main hand | Corruptionslicer the steel waraxe (14.5-20.3 power, 3 apr) Corruptionslicer the steel waraxe (14.5-20.3 power, 3 apr)Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 2 Base power: 14.5 - 20.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 20% chance to cause random gloom * 25% chance for lightning to arc to a second target * 25% chance to put talents on cooldown Damage (Melee): +11 lightning Burst (radius 2) on crit: +8 mind When wielded/worn: Damage when hit (Melee): 8 nature Changes resistances: +6% mind Changes damage: +3% nature One-handed war axes. |
Around waist | rough leather belt 'Balesus' rough leather belt 'Balesus'Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Defense: +6 (+0 eff.) Ranged Defense: +6 (+3 eff.) Changes stats: +4 Dex / +4 Cun / +6 Lck Changes resistances: +7% cold / +12% fire Trap disarming bonus: +7 Stealth bonus: +7 Mental save: +6 (+3 eff.) Pinning immunity: +5% Infravision radius: +4 A belt that goes around your waist. |
In off hand | corrosive voratun shield (12 def, 3 armour, 70-84 power, 208.5 block) corrosive voratun shield (12 def, 3 armour, 70-84 power, 208.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 70.0 - 84.0 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +208 Damage (Melee): +10 acid When wielded/worn: Armour: +3 Defense: +12 (+0 eff.) Ranged Defense: +12 (+6 eff.) Fatigue: +14% Effects when hit in melee: * 10% chance to corrode armour Changes stats: +1 Con Changes resistances: +10% acid Talent granted: +5 Block Handheld deflection devices. |
Cloak | linen cloak 'Weepdeath' (1 def, 0 armour) linen cloak 'Weepdeath' (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +4 Physical crit. chance: +2.0% Physical power: +2 (+0 eff.) Defense: +1 (+0 eff.) Fatigue: -3% Effects on melee hit: * Slows global speed by 40% Damage when hit (Melee): 4 nature Changes stats: +2 Cun / +2 Dex Changes resistances: +12% nature / +12% blight Changes resistances penetration: +15% nature Changes damage: +6% nature / +12% lightning Life regen: +1.20 Healing mod.: +13% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | iron plate armour 'Dawnsin' (3 def, 7 armour) iron plate armour 'Dawnsin' (3 def, 7 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+0 eff.) Fatigue: +20% Effects on melee hit: * 40% chance to blind Damage (Melee): 11 acid / 11 fire Damage when hit (Melee): 9 acid / 9 fire Changes stats: +5 Str Changes resistances: +12% acid / +6% physical / +11% darkness / +16% cold / +13% fire / +3% light Changes resistances penetration: +10% light Changes damage: +9% light / +6% lightning Light radius: +1 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 18 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Inventory
regeneration infusion of the duelist (heal 138 over 5 turns) regeneration infusion of the duelist (heal 138 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: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 138 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. |
sun infusion of the sneak (rad 5; power 31; turns 4; dispells darkness) sun infusion of the sneak (rad 5; power 31; turns 4; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 15). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 31) for 4 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the duelist (resist 17%; cure magical) wild infusion of the duelist (resist 17%; cure magical)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: 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 effect and reduce all damage taken by 17% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the warrior (resist 16%; cure mental, magical) wild infusion of the warrior (resist 16%; cure mental, magical)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: 15 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 magical effect and reduce all damage taken by 16% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the wizard (resist 14%; cure mental) wild infusion of the wizard (resist 14%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 14% for 5 turns. Also removes cross-tier effects of the affected types for free. 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. |
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 (+3 eff.) 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... |
cleansing copper amulet of dexterity (+2) cleansing copper amulet of dexterity (+2)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Dex Changes resistances: +10% nature / +12% blight Poison immunity: +20% Disease immunity: +23% Amulets can have magical properties. |
Grinethad the Stormravager Grinethad the StormravagerInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +9 Defense: +9 (+0 eff.) Damage when hit (Melee): 4 lightning Changes stats: +5 Wil / +5 Cun / +3 Con Changes resistances: +3% lightning Changes resistances penetration: +25% lightning / +20% arcane Changes damage: +6% arcane Physical save: +6 (+3 eff.) Mindpower: +7 (+4 eff.) 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. |
Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
savior's copper ring of tenacity savior's copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +7 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +20% Pinning immunity: +21% Knockback immunity: +20% Maximum life: +20.00 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. Silann the iron dagger (11-14.3 power, 5 apr)Silann the iron dagger (11-14.3 power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 11.0 - 14.3 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 1). On weapon hit: * 6% chance to disease On weapon crit: * cripple the target * splashes the target with acid Damage Shield penetration (this weapon only): +10% Damage (Melee): +7 blight / +5 acid / +8 physical Burst (radius 1) on hit: +12 physical When wielded/worn: Accuracy: +2 (+1 eff.) Armour penetration: +1 Physical crit. chance: +5.0% Disease immunity: +9% Stamina each turn: +0.80 Maximum life: +10.00 Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. iron greatsword of massacre (23.5-37.6 power, 1 apr)iron greatsword of massacre (23.5-37.6 power, 1 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 23.5 - 37.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. mighty elm longbow of acidmighty elm longbow of acid Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 Damage (Ranged): +6 acid When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +2 Str Changes damage: +8% acid Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. blurring rough leather beltblurring rough leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+0 eff.) Stealth bonus: +6 A belt that goes around your waist. |
Carrionfurnace (1 def, 7 armour) Carrionfurnace (1 def, 7 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Armour: +7 Defense: +1 (+0 eff.) Changes stats: +2 Wil / +2 Mag Changes resistances: +3% acid / +23% cold Changes damage: +6% nature Reduces incoming crit damage: 5.00% Spell save: +6 (+3 eff.) Mental save: +25 (+12 eff.) Knockback immunity: +10% Only die when reaching: -20.00 life Maximum mana: +44.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Airzeal the pair of iron boots (0 def, 3 armour) Airzeal the pair of iron boots (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -3% Effects on melee hit: * 15% chance to daze Changes stats: +3 Wil / +3 Mag Changes resistances penetration: +10% temporal Changes damage: +18% lightning / +6% temporal Maximum encumbrance: +23 Physical save: +6 (+3 eff.) It can be used to blink to a nearby random location (rad 7), putting all charms on cooldown for 25 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Cyrerin the Wretchvalor (3 def, 3 armour) Cyrerin the Wretchvalor (3 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +3 (+0 eff.) Ranged Defense: +3 (+2 eff.) Fatigue: +2% Damage when hit (Melee): 4 arcane Changes stats: +3 Wil / +3 Mag Changes resistances penetration: +20% arcane / +5% nature It can be used to blink to a nearby random location (rad 7), putting all charms on cooldown for 25 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Daguyavor (0 def, 1 armour) Daguyavor (0 def, 1 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +2 (+1 eff.) Armour: +1 Damage (Melee): 13 darkness Changes stats: +1 Str Changes resistances: +12% darkness Changes damage: +7% darkness Maximum life: +30.00 Maximum stamina: +15.00 Metal gloves protecting the hands up to the middle of the lower arm. |
Burnschism the iron helm (0 def, 3 armour) Burnschism the iron helm (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +5% Damage when hit (Melee): 16 arcane Changes stats: +2 Str / +3 Con Changes resistances: +6% lightning / +7% temporal Changes damage: +15% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Belivea (8 def, 8 armour) Belivea (8 def, 8 armour)Requires: - Strength 14 - Talent Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 1 When wielded/worn: Armour: +8 Defense: +8 (+0 eff.) Fatigue: +12% Changes stats: +2 Cun Changes resistances: +15% lightning Grants telepathy: Humanoid/Orc Mental save: +18 (+9 eff.) Mindpower: +6 (+3 eff.) Mental crit. chance: +6% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. spiked rough leather armour of cold resistance (1 def, 2 armour)spiked rough leather armour of cold resistance (1 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Damage when hit (Melee): 10 physical Changes resistances: +16% cold A suit of armour made of leather. |
Black Mesh (8 def, 2 armour, 28-33.6 power, 115.5 block) Black Mesh (8 def, 2 armour, 28-33.6 power, 115.5 block)Requires: - Strength 20 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 28.0 - 33.6 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +116 When wielded/worn: Armour: +2 Defense: +8 (+0 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +12% Changes resistances: +15% blight / +30% darkness Talent granted: +3 Block Stamina each turn: +2.00 Special effect on block: 30% chance of pulling in the attacker Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block) Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 18.0 - 25.2 Uses stat: 140% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+0 eff.) Fatigue: +12% Changes resistances: +10% fire / +15% cold Talent granted: +2 Block Maximum air capacity: +20.00 Special effect on block: Chance that a blast of icy cold water will spray at the target. A chunk of jagged coral, dredged from the ocean. |
Noonvile (4 def, 2 armour, 16.5-19.8 power, 20 block) Noonvile (4 def, 2 armour, 16.5-19.8 power, 20 block)Requires: - Strength 11 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 16.5 - 19.8 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +20 On weapon hit: * 20% chance to blind On weapon crit: * smash the target with your shield crippling them Damage (Melee): +12 light / +4 mind Burst (radius 2) on crit: +4 mind When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+2 eff.) Armour: +2 Defense: +4 (+0 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +6% Effects on melee hit: * 30% chance to blind Effects when hit in melee: * 13% chance to blind Changes stats: +4 Con / +2 Mag Changes resistances: +12% light / +17% fire Talent granted: +1 Block Psi when hit: +0.08 Mindpower: +6 (+3 eff.) Mental crit. chance: +2% Handheld deflection devices. |
Wrathroot's Barkwood (9 def, 10 armour, 25.5-35.7 power, 60 block) Wrathroot's Barkwood (9 def, 10 armour, 25.5-35.7 power, 60 block)Requires: - Strength 25 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 25.5 - 35.7 Uses stat: 150% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.0% Block value: +60 When wielded/worn: Armour: +10 Defense: +9 (+0 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. |
iron shield 'Arthostir' (4 def, 2 armour, 11-13.2 power, 21 block) iron shield 'Arthostir' (4 def, 2 armour, 11-13.2 power, 21 block)Requires: - Strength 11 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 11.0 - 13.2 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +21 On weapon hit: * 20% chance to gain 10% of a turn Damage (Melee): +11 acid / +12 arcane When wielded/worn: Armour: +2 Defense: +4 (+0 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +6% Effects when hit in melee: * 11% chance to corrode armour Damage when hit (Melee): 12 arcane Changes stats: +2 Con Changes resistances: +27% acid / +3% temporal Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. self-loading quiver of elm arrows of daylight (16/18, 12-16.8 power, 5 apr)self-loading quiver of elm arrows of daylight (16/18, 12-16.8 power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 12.0 - 16.8 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +1.0% Capacity: 18 Turns elapse between self-loadings: 5 Damage (Ranged): +5 light Damage against: +7% Undead Arrows are used with bows to pierce your foes to death. |
6 agate 6 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
319 alchemist agate 319 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. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (64 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: 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. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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. |
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 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. |
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. |
Eclipsewing the elm wand of trap destruction [power 19] (21/15 cooldown) Eclipsewing the elm wand of trap destruction [power 19] (21/15 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 1 When wielded/worn: Effects on melee hit: * 40% chance to corrode armour Damage when hit (Melee): 8 acid Changes resistances: +6% darkness / +3% acid Changes resistances penetration: +5% acid Changes damage: +3% darkness Talent cooldown: Void Blast (+6 turn) Talent granted: +2 Void Blast It can be used to disarm traps (19 disarm power, Magic) along a range 3 line, putting all charms on cooldown for 15 turns. When used: 200% chance to regenerate 1 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quick elm wand of trap destruction [power 15] (21/10 cooldown) quick elm wand of trap destruction [power 15] (21/10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to disarm traps (15 disarm power, Magic) along a range 3 line, putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
3 ametrine 3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine 6 citrine0.00 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. |
4 zircon 4 zircon0.00 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 HUNNER the Cornac Adventurer level 10
77th Pyre 122nd year of Ascendancy at 15:26 see stats
By HUNNER the Cornac Adventurer level 10
77th Pyre 122nd year of Ascendancy at 15:25 see stats
By HUNNER the Cornac Adventurer level 18
7th Mirth 122nd year of Ascendancy at 18:10 see stats
Log
HUNNER killed Zubassra the sick dire wolf!
Adiriatira the gloomy fox's Soul Rot hits HUNNER for 68 blight damage.
Adiriatira the gloomy fox is no longer evading attacks.
Adiriatira the gloomy fox uses Disengage.
Beturiwe the sick cave bear casts Channel Staff.
Veledassra the gloomy wolf casts Drain.
Silewen the gloomy giant venus flytrap uses Reproach.
HUNNER uses Assault.
Salith the deformed warg slows down.
HUNNER performs a melee critical strike against Salith the deformed warg!
Salith the deformed warg is recovering from the damage!
Veledassra the gloomy wolf resists the mind attack!
Salith the deformed warg resists the mind attack!
HUNNER performs a melee critical strike against Salith the deformed warg!
You collect a new ingredient: warg claw.
Neraba the deformed warg resists the mind attack!
Adiriatira the gloomy fox resists the mind attack!
Emebrenor the deformed great wolf resists the mind attack!
HUNNER damages himself through Martyrdom!
HUNNER hits Neraba the deformed warg for (8 to time), 0 mind, (4 to time), 0 mind (0 total damage).
HUNNER hits Salith the deformed warg for 85 physical, 17 acid, 19 acid, , 34 fire, (slow 55%), 52 temporal, 267 physical, 12 lightning, , 11 acid, , 20 fire, (slow 55%), 29 temporal, 4 mind, 329 physical (878 total damage).
HUNNER hits Adiriatira the gloomy fox for 8 mind, 4 mind, 34 lightning (46 total damage).
HUNNER hits Veledassra the gloomy wolf for 4 mind, 7 mind (11 total damage).
HUNNER hits Emebrenor the deformed great wolf for 7 mind, 4 mind (11 total damage).
Salith the deformed warg hits HUNNER for (3 blocked), 0 physical, (1 blocked), 0 acid, (1 blocked), 0 acid, 0 fire, 2 temporal, (9 blocked), 0 physical, 0 lightning, (0 blocked), 0 acid, 0 fire, 1 temporal, 0 mind, (11 blocked), 0 physical (3 total damage).
Adiriatira the gloomy fox hits HUNNER for 0 mind, 0 mind, 1 lightning (1 total damage).
Veledassra the gloomy wolf hits HUNNER for 0 mind, 0 mind (0 total damage).
Emebrenor the deformed great wolf hits HUNNER for 0 mind, 0 mind (0 total damage).
Saving game...