
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.2 |
| Addons | Items Vault 1.2.0Donators/Buyers bonus! Stone Wardens DLC Class 1.2.2Donators/Buyers bonus! Doctornull's Class Pack 1.1.6This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Archer |
| Level / Exp | 29 / 47% |
| Size | big |
| Lifes / Deaths | Killed by The Shade at level 8 on the 1st Mirth 122nd year of Ascendancy at 21:32 0 / 8Killed by elven cultist at level 24 on the 80th Haze 122nd year of Ascendancy at 07:40 Killed by war hound at level 25 on the 5th Allure 123rd year of Ascendancy at 22:59 Killed by Adeta the temporal stalker at level 25 on the 6th Regrowth 123rd year of Ascendancy at 07:12 Killed by skeleton mage at level 26 on the 8th Regrowth 123rd year of Ascendancy at 20:31 Killed by skeleton warrior at level 29 on the 20th Regrowth 123rd year of Ascendancy at 08:53 Killed by skeleton warrior at level 29 on the 21st Regrowth 123rd year of Ascendancy at 18:29 Killed by skeleton warrior at level 29 on the 21st Regrowth 123rd year of Ascendancy at 18:40 |
Primary Stats
| Strength | 25 (base 15) |
| Dexterity | 80 (base 60) |
| Constitution | 43 (base 46) |
| Magic | 13 (base 10) |
| Willpower | 22 (base 13) |
| Cunning | 26 (base 15) |
Resources
| Life | -1/704 |
| Stamina | 229/257 |
| Healing Factor | 1.1 |
| Regeneration | 7.4041207923378 |
Speed
| Mental | -1.9984014443253E-12% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 9 |
| See Stealth | 10 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 101 |
| Accuracy | 72 |
| Crit Chance | 15% |
| APR | 21 |
| Speed | 0.75 |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25.4 |
| Crit Chance | 9% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 26 (30%) |
| Defense | 37.95 |
| Ranged Defense | 41.3 |
| Fatigue | 20 |
| Physical Save | 28.8625 |
| Spell Save | 42.558333333333 |
| Mental Save | 26.8625 |
Defense: Resistances
| All | + 13%( 70%) |
Defense: Immunities
| Stun Resistance | 30% |
| Confusion Resistance | 10% |
| Disarm Resistance | 40% |
| Silence Resistance | 30% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 479% 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 Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 350 life over 5 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 165 damage for 5 turns. The effect will scale with your magic stat. |
Class Talents
| Technique / Archery - bows | 1.50 |
| 5/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Technique / Archery - slings | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery prowess | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat veteran | 1.10 |
| 2/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Technique / Archery training | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Field control | 1.00 |
| 3/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
| beneficial effect | The target is recovering 35 life each turn. Recovery |
| detrimental effect | The target is infected by a disease, reducing its constitution by 9 and doing 21.00 blight damage per turn. Rotting Disease |
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 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 improved Willpower by +1. | done |
You failed to protect the lost anorithil from death by skeleton master archer. Escort: lost anorithil (level 3 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 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 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved Dexterity by +2. | done |
You failed to protect the repented thief from death by Thorgrimm. Escort: repented thief (level 2 of Daikara) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)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 |
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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * 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: 120. | 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 AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. 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 snow giant kidney. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed orc heart. | 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 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 within4 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 |
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 | Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Quiver | Aerywyn the quiver of yew arrows (10/23, 35-49 power, 10 apr) Aerywyn the quiver of yew arrows (10/23, 35-49 power, 10 apr)Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 35.0 - 49.0 Uses stats: 50% Str, 70% Dex Damage type: Blight Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 23 On weapon hit: * 20% chance to cause random insanity * 20% chance to disease * 25% chance for lightning to arc to a second target Damage (Ranged): +8 lightning / +8 mind Burst (radius 2) on crit: +4 mind Arrows are used with bows to pierce your foes to death. |
| Light source | 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. |
| On head | Carrionslice (0 def, 3 armour) Carrionslice (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +1 Mag Changes resistances: +8% acid / +8% lightning / +7% cold / +6% nature / +8% fire Changes damage: +3% blight Damage Shield penetration: +20% A cap made of leather. |
| Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Gives a 25% chance to shrug off up to three stuns, pins, and dazes each turn, with a 10 turn cooldown. 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. |
| On fingers | Inertial Twine Inertial TwineCrafted 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 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. |
| On fingers | Ivewe IvewePowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +12 Armour penetration: +11 Defense: +13 Damage when hit (Melee): 12 blight Changes stats: +2 Mag Changes resistances: +24% darkness Changes damage: +12% darkness / +21% mind Spell save: +4 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. |
| Around waist | rough leather belt of burglary rough leather belt of burglaryCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Dex / +4 Cun / +6 Lck Trap disarming bonus: +9 Stealth bonus: +6 Infravision radius: +3 A belt that goes around your waist. |
| In main hand | Surefire SurefireRequires: - Dexterity 18 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 133% Firing range: +9 When wielded/worn: Accuracy: +12 Physical crit. chance: +5.0% Changes stats: +3 Dex Changes damage: +5% physical Activating this item is instant. It can be used to activate talent Steady Shot (costing 8 power out of 8/8) : Effective talent level: 3.0 Power cost: 8 out of 8/8. Range: 9 Travel Speed: instantaneous Description: A steady shot, doing 195% damage. This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
| On hands | Gloves of the Firm Hand (0 def, 8 armour) Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
| Main armor | Behemoth Hide (4 def, 6 armour) Behemoth Hide (4 def, 6 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +4 Ranged Defense: +8 Fatigue: +10% Changes stats: +2 Str / +2 Con Maximum encumbrance: +20 Knockback immunity: +10% Life regen: +0.70 Stamina each turn: +0.70 Maximum life: +45.00 Maximum stamina: +43.00 Size category: +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
| Cloak | Wind's Whisper (4 def, 0 armour) Wind's Whisper (4 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +4 Changes stats: +3 Dex Silence immunity: +30% Deflect projectiles away: +25% Slows Projectiles: +20% It can be used to activate talent Evasion (costing 50 power out of 50/50) : Effective talent level: 2.0 Power cost: 50 out of 50/50. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 29% chance to completely evade them and granting you 17 defense for 7 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
| Around neck | 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... |
Inventory
This item will automatically be transmogrified when you leave the level. sun infusion (rad 7; power 21; turns 3; dispells darkness)sun infusion (rad 7; power 21; turns 3; 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: 11 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 7 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 21) for 3 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. |
Rune of the Rift (238.00 temporal damage, removed from time 4 turns) Rune of the Rift (238.00 temporal damage, removed from time 4 turns)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: 4 Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Inflicts 238.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 60 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. controlled phase door rune (range 7)controlled phase door rune (range 7) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport in a range of 7. 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. |
This item will automatically be transmogrified when you leave the level. stralite amulet of manastreamingstralite amulet of manastreaming Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +3 Mag Mana each turn: +0.16 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +40.00 Amulets can have magical properties. |
Erelachik the Scaldlady Erelachik the ScaldladyPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +13% blight / +3% cold / +5% arcane / +9% lightning Changes resistances penetration: +5% fire Changes damage: +13% blight Rings can have magical properties. |
copper ring of light (+20%) copper ring of light (+20%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% light Changes damage: +10% light Rings can have magical properties. |
copper ring of lightning (+20%) copper ring of lightning (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% lightning Changes damage: +10% lightning Rings can have magical properties. |
copper ring of nature (+22%) copper ring of nature (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% nature Changes damage: +11% nature Rings can have magical properties. |
gladiator's stralite ring of blinding strikes gladiator's stralite ring of blinding strikesPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +8 Effects on melee hit: * 24% chance to blind Effects on ranged hit: * 14% chance to blind Changes stats: +8 Str / +4 Con Rings can have magical properties. |
mule's steel ring of lightning (+20%) mule's steel ring of lightning (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -4% Changes resistances: +20% lightning Changes damage: +10% lightning Maximum encumbrance: +21 Rings can have magical properties. |
steel ring 'Fireking' steel ring 'Fireking'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 15% chance to corrode armor Changes resistances: +26% cold Changes damage: +13% cold / +9% fire Rings can have magical properties. |
warrior's copper ring of the mind (+10%) warrior's copper ring of the mind (+10%)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +10% mind Changes damage: +10% mind Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. stralite mace (37-51.8 power, 5 apr)stralite mace (37-51.8 power, 5 apr) Requires: - Strength 35 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 37.0 - 51.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. nature's pulsing mindstar of life (13.5-14.85 power, 32 apr, mind damage)nature's pulsing mindstar of life (13.5-14.85 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.5 - 14.9 Uses stats: 45% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances: +6% blight Changes damage: +6% nature Disease immunity: +15% Life regen: +0.90 Maximum life: +29.00 Mindpower: +4 Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. stalking thorny mindstar of balance (9-9.9 power, 24 apr, mind damage)stalking thorny mindstar of balance (9-9.9 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.0 - 9.9 Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% On weapon crit: * wounds the target Damage (Melee): +11 bleed When wielded/worn: Physical crit. chance: +8.0% Changes damage: +6% physical Physical save: +4 Spell save: +4 Mental save: +5 Equilibrium when hit: +1.30 Mindpower: +3 Mental crit. chance: +11% Infravision radius: +2 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. manaburning stralite waraxe of amnesia (30.5-42.7 power, 5 apr)manaburning stralite waraxe of amnesia (30.5-42.7 power, 5 apr) Requires: - Strength 35 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 30.5 - 42.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% On weapon hit: * 15 arcane resource burn * 25% chance to put talents on cooldown When wielded/worn: One-handed war axes. |
Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 Damage when hit (Melee): 10 cold Changes resistances: +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent mastery: +0.10 Spell / Water Spellpower: +4 Movement speed: +15% This deep blue robe flows and ripples as if pushed by an invisible tide. |
This item will automatically be transmogrified when you leave the level. mindwoven cashmere robe of power (2 def, 0 armour)mindwoven cashmere robe of power (2 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 Changes damage: +13% all Mental save: +20 Spellpower: +12 Mindpower: +2 Mental crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. reinforced leather armour (4 def, 7 armour)reinforced leather armour (4 def, 7 armour) Requires: - Strength 18 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 Fatigue: +8% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. reinforced leather armour of Toknor (4 def, 7 armour)reinforced leather armour of Toknor (4 def, 7 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 Armour: +7 Defense: +4 Fatigue: +8% Critical mult.: +15.00% A suit of armour made of leather. |
45 alchemist agate 45 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. |
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. |
aquamarine aquamarine0.00 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 Gems can be sold for money or used in arcane rituals. |
6 lapis lazuli 6 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. |
opal opal0.00 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 Gems can be sold for money or used in arcane rituals. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used to imbue an object: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 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. |
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. |
jade jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Gems can be sold for money or used in arcane rituals. |
2 turquoise 2 turquoise0.00 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 Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. alchemist's lamp of the zealotalchemist's lamp of the zealot Infused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +3% all Spell save: +10 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
This item will automatically be transmogrified when you leave the level. watchleader's alchemist's lampwatchleader's alchemist's lamp Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Blindness immunity: +32% Confusion immunity: +15% Light radius: +7 See stealth: +10 See invisible: +11 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 5.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 30 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
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. |
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. |
4 garnet 4 garnet0.00 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% Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of 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. |
This item will automatically be transmogrified when you leave the level. pouch of stralite shots (23/23, 43.5-52.2 power, 5 apr)pouch of stralite shots (23/23, 43.5-52.2 power, 5 apr) Requires: - Dexterity 35 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 43.5 - 52.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +5.5% Capacity: 23 Shots are used with slings to pummel your foes to death. |
amethyst amethyst0.00 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% Gems can be sold for money or used in arcane rituals. |
4 quartz 4 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. |
2 amber 2 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Thorgrimm the Cornac Archer level 11
4th Flare 122nd year of Ascendancy at 08:30 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By Thorgrimm the Cornac Archer level 20
67th Haze 122nd year of Ascendancy at 17:41 see stats
Exterminator
Killed 1000 creatures.By Thorgrimm the Cornac Archer level 20
66th Haze 122nd year of Ascendancy at 06:51 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Thorgrimm the Cornac Archer level 19
55th Haze 122nd year of Ascendancy at 23:35 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Thorgrimm the Cornac Archer level 17
25th Haze 122nd year of Ascendancy at 07:32 see stats
Level 10
Got a character to level 10.By Thorgrimm the Cornac Archer level 10
6th Mirth 122nd year of Ascendancy at 08:26 see stats
Level 20
Got a character to level 20.By Thorgrimm the Cornac Archer level 20
55th Haze 122nd year of Ascendancy at 23:35 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Thorgrimm the Cornac Archer level 13
53rd Dusk 122nd year of Ascendancy at 08:13 see stats
The Arena
Unlocked Arena mode.By Thorgrimm the Cornac Archer level 7
77th Pyre 122nd year of Ascendancy at 20:54 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Thorgrimm the Cornac Archer level 13
63rd Dusk 122nd year of Ascendancy at 11:41 see stats
The secret city
Discovered the truth about mages.By Thorgrimm the Cornac Archer level 17
28th Haze 122nd year of Ascendancy at 17:06 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Thorgrimm the Cornac Archer level 18
32nd Haze 122nd year of Ascendancy at 10:45 see stats
Unstoppable
Returned from the dead.By Thorgrimm the Cornac Archer level 29
21st Regrowth 123rd year of Ascendancy at 18:29 see stats
Log
Skeleton warrior receives 27 healing from Ghoulking's purging blight area effect.
Skeleton mage receives 27 healing from Ghoulking's purging blight area effect.
The Master's loses some focus.
Thorgrimm receives 39 healing.
Thorgrimm hits Skeleton warrior for 12 blight damage.
Skeleton warrior hits Thorgrimm for 49 physical damage.
Thorgrimm uses Steady Shot.
Thorgrimm's Steady Shot hits Skeleton warrior for 348 blight, 8 lightning, 16 mind (372 total damage).
The Master casts Surge of Undeath.
Ghast is engulfed in dark energies.
Ghast is engulfed in dark energies.
Skeleton warrior is engulfed in dark energies.
Skeleton mage is engulfed in dark energies.
Ghast diseases Thorgrimm.
Thorgrimm is afflicted by a rotting disease!
The Master moves reluctantly!
The Master resists the mind attack!
The Master is afflicted by a crippling illness!
Thorgrimm hits Ghast for 12 blight damage.
Thorgrimm's Piercing Arrow hits The Master for 100 blight, 7 lightning, 4 mind (110 total damage).
Thorgrimm's Piercing Arrow hits Skeleton mage for (20 absorbed), 5 lightning (5 total damage).
Ghast hits Thorgrimm for 33 physical damage.
Skeleton warrior receives 32 healing from Ghast's purging blight area effect.
Skeleton mage receives 32 healing from Ghast's purging blight area effect.
Skeleton warrior receives 27 healing from Ghoulking's purging blight area effect.
Skeleton mage receives 27 healing from Ghoulking's purging blight area effect.
Skeleton warrior uses Stunning Blow.
Skeleton warrior performs a melee critical strike against Thorgrimm!
Saving game...
