Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.5 |
Addons | Hulk! 1.4.4 Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Embers of Rage 1.4.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Items Vault 1.3.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Male |
Race | Hulk |
Class | Sun Paladin |
Level / Exp | 18 / 13% |
Size | medium |
Lifes / Deaths | Killed by Hulk at level 18 on the 6th Haze 122nd year of Ascendancy at 09:06 / 1 |
Primary Stats
Strength | 1049 (base 44) |
Dexterity | 1040 (base 10) |
Constitution | 1029 (base 10) |
Magic | 1039 (base 34) |
Willpower | 1012 (base 10) |
Cunning | 1032 (base 10) |
Resources
Psi | 1060/1102 |
Life | -9852/233795 |
Positive | 12/46 |
Stamina | 2596/2596 |
Equilibrium | 20 |
Healing Factor | 1.29 |
Regeneration | 12914.443036676 |
Speed
Mental | -10% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +200% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 10 |
See Invisible | 15 |
Offense: Mainhand
Damage | 1692 |
Accuracy | 246 |
Crit Chance | 824% |
APR | 21 |
Speed | 1.11 |
Offense: Spell
Spellpower | 194 |
Crit Chance | 100% |
Speed | 1 |
Offense: Mind
Mindpower | 201 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
All | +5% |
Defense: Base
Armour (hardiness) | 11 (30%) |
Defense | 165 |
Ranged Defense | 167 |
Fatigue | 0 |
Physical Save | 182 |
Spell Save | 185 |
Mental Save | 180 |
Defense: Resistances
All | + 15%( 70%) |
Defense: Immunities
Silence Resistance | 30% |
Instadeath Resistance | 100% |
Confusion Resistance | 100% |
Stun Resistance | 0% |
Disarm Resistance | 25% |
Poison Resistance | 50% |
Blind Resistance | 82% |
Inscriptions (3/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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: 10 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. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 9999 damage for 999 turns. |
Class Talents
Cunning / Tactical | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Crusader | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Celestial / Sun | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Combat | 1.90 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Shield offense | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Radiance | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat techniques | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Two-handed assault | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Light | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Harmony | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Chants | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Effects
talent | Weapon of Wrath |
talent | Elemental Harmony |
talent | Precise Strikes |
talent | Searing Sight |
talent | Exploit Weakness |
talent | Weapon of Light |
talent | Chant of Light |
talent | Righteous Strength |
beneficial effect | Countering melee attacks: Has a 90% chance to get an automatic counter attack when avoiding a melee attack. (6.3 counters remaining) Counter Attacking |
detrimental effect | You are suffocating! Each turn you lose an ever increasing percent of your total life (currently 50%) Suffocating |
detrimental effect | Zone-wide effect: Air decreases over time. If you run out of air you will start losing life. Look for bubbles to recover air. The water also reduces stun resistance by 10% and fire damage is reduced by 10%, however cold damage is increased by 10%. Underwater Zone |
Quests
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You must stop the nagas. | 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 |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | active |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * You have destroyed Vor. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
Equipment
On feet | Runymadin (0 def, 5 armour) Runymadin (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +6 (+0 eff.) Armour: +5 Fatigue: +4% Changes stats: +3 Dex / +1 Con Changes resistances: +2% physical / +3% temporal Changes damage: +3% acid Physical save: +12 (+1 eff.) Poison immunity: +20% Disarm immunity: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | hateful pouch of stralite shots of warping (17/17, 46-55.2 power, 5 apr) hateful pouch of stralite shots of warping (17/17, 46-55.2 power, 5 apr)Requires: - Dexterity 35 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 46.0 - 55.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +5.5% Capacity: 17 On weapon hit: * 10% chance to stun, blind, pin, or confuse the target Damage (Ranged): +12 physical / +25 darkness / +14 temporal Damage against: +17% Living Shots are used with slings to pummel your foes to death. |
Light source | 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. |
On head | Crown of the Elements (0 def, 5 armour) Crown of the Elements (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 10 cold / 10 lightning Changes stats: +3 Wil / +5 Con Changes resistances: +15% acid / +15% fire / +15% lightning / +15% cold Changes damage: +8% acid / +8% fire / +8% lightning / +8% cold See invisible: +15 This jeweled crown shimmers with colors. |
Tool | Murkborn [power 4] (6 cooldown) Murkborn [power 4] (6 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Damage when hit (Melee): 4 light Changes resistances: +6% darkness / +12% light Changes damage: +3% nature / +9% darkness Talent cooldown: Silence (+5 turn) Talent granted: +5 Silence It can be used to absorb and nullify at most 4 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 6 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | Void Orb Void OrbPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+1 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+1 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 4 power out of 6/6) : Effective talent level: 4.4 Power cost: 4 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 589.90 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
On fingers | treant's voratun ring of life treant's voratun ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +14% nature / +15% blight Poison immunity: +30% Disease immunity: +24% Life regen: +1.80 Maximum life: +87.00 Healing mod.: +28% Rings can have magical properties. |
Around waist | Emblem of Evasion Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+2 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% It can be used to activate talent Evasion (costing 17 power out of 30/30) : Effective talent level: 5.2 Power cost: 17 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 47% chance to completely evade them and granting you 327 defense for 26 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
In main hand | Khulmanar's Wrath (70-105 power, 8 apr) Khulmanar's Wrath (70-105 power, 8 apr)Requires: - Strength 52 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 70.0 - 105.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Physical crit. chance: +8.0% Attack speed: 100% Damage (Melee): +50 fire Damage conversion: 20% fire When wielded/worn: Changes resistances: +20% fire Changes resistances penetration: +25% fire Changes damage: +20% fire The wearer is treated as a demon. It can be used to activate talent Infernal Breath (costing 19 power out of 35/35) : Effective talent level: 3.0 Power cost: 19 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 2826.67 fire damage, and flames will be left dealing a further 683.85 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
On hands | brawler's rough leather gloves (0 def, 1 armour) brawler's rough leather gloves (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Str / +3 Dex / +3 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +7 (+0 eff.) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | Mankini (0 def, 0 armour) Mankini (0 def, 0 armour)2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: You have never taken it off. Revealing, green, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
Cloak | battlemaster's cashmere cloak of protection (2 def, 0 armour) battlemaster's cashmere cloak of protection (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +3 Str / +4 Dex / +4 Con Talent mastery: +0.30 Technique / Combat training Spell save: -6 (+0 eff.) Mental save: +9 (+0 eff.) Stamina each turn: +0.60 Mana each turn: -0.37 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | wanderer's voratun amulet of perfection (0.40 Technique / Combat techniques,0.40 Celestial / Combat) wanderer's voratun amulet of perfection (0.40 Technique / Combat techniques,0.40 Celestial / Combat)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Changes stats: +9 Dex / +10 Cun / +10 Con Talent masteries: +0.40 Technique / Combat techniques +0.40 Celestial / Combat Life regen: +1.50 Stamina each turn: +1.50 Movement speed: +10% Amulets can have magical properties. |
Inventory
This item will automatically be transmogrified when you leave the level. teleportation rune (range 91)teleportation rune (range 91) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 91 with a minimum range of 15. 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. Voroseda the stralite amuletVoroseda the stralite amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 12 temporal Changes stats: +3 Mag Changes resistances: +26% lightning / +6% temporal Changes resistances penetration: +10% blight / +10% acid Changes damage: +9% blight Critical mult.: +15.00% Stun/Freeze immunity: +40% Maximum vim: +10.00 Spell crit. chance: +7% Amulets can have magical properties. |
Murkoozer the voratun battleaxe (57-85.5 power, 4 apr) Murkoozer the voratun battleaxe (57-85.5 power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 57.0 - 85.5 Uses stat: 120% Str Damage type: Nature Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * Slows global speed by 40% Burst (radius 1) on hit: +4 darkness Burst (radius 2) on crit: +8 darkness When wielded/worn: Armour penetration: +21 Effects on melee hit: * 10 arcane resource burn Changes resistances: +6% fire Changes resistances penetration: +10% darkness / +19% physical Changes damage: +9% darkness / +17% physical Spell save: +10 (+1 eff.) Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. arcing dwarven-steel dagger of massacre (22-28.6 power, 7 apr)arcing dwarven-steel dagger of massacre (22-28.6 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 22.0 - 28.6 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +8 lightning Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. blazebringer's voratun dagger (39-50.7 power, 9 apr)blazebringer's voratun dagger (39-50.7 power, 9 apr) Requires: - Dexterity 48 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 39.0 - 50.7 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% Burst (radius 2) on crit: +16 fire When wielded/worn: Changes resistances penetration: +12% fire Global speed: +4% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. dwarven-steel dagger of rage (17.5-22.75 power, 7 apr)dwarven-steel dagger of rage (17.5-22.75 power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 17.5 - 22.8 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% When wielded/worn: Accuracy: +9 (+0 eff.) Changes stats: +4 Str Changes damage: +9% physical Stamina when hit: +2.00 Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. elemental steel dagger of crippling (13-16.9 power, 6 apr)elemental steel dagger of crippling (13-16.9 power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 13.0 - 16.9 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * Random elemental explosion On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +8.0% Changes resistances penetration: +9% acid / +8% fire / +9% cold / +9% lightning Sharp, short and deadly. |
Radiancewasp the stralite greatmaul (52.5-78.75 power, 3 apr) Radiancewasp the stralite greatmaul (52.5-78.75 power, 3 apr)Requires: - Strength 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 52.5 - 78.8 Uses stat: 120% Str Damage type: Arcane Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 20% chance to blind Damage (Melee): +4 light Burst (radius 1) on hit: +24 fire / +12 light / +8 arcane Burst (radius 2) on crit: +4 arcane When wielded/worn: Damage when hit (Melee): 4 light Changes resistances: +6% light Changes resistances penetration: +10% mind Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. stralite greatmaul (54-81 power, 3 apr)stralite greatmaul (54-81 power, 3 apr) Requires: - Strength 35 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 54.0 - 81.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. Bethanor the Balancewild (62.5-100 power, 4 apr)Bethanor the Balancewild (62.5-100 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.5 - 100.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 78% chance to gain 10% of a turn On weapon crit: * cripple the target Burst (radius 1) on hit: +4 nature / +4 temporal When wielded/worn: Accuracy: +37 (+3 eff.) Physical crit. chance: +21.0% Defense: +21 (+2 eff.) Damage when hit (Melee): 12 blight Changes stats: +10 Str / +1 Mag Changes resistances: +3% temporal Changes resistances penetration: +15% temporal Changes damage: +6% temporal / +12% arcane / +21% physical Disarm immunity: +70% Mana each turn: +0.04 Stamina when hit: +4.00 Spellpower on spell critical (stacks up to 3 times): +4 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. caustic voratun longsword of shearing (45-63 power, 6 apr)caustic voratun longsword of shearing (45-63 power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 45.0 - 63.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 13% chance to corrode armour When wielded/worn: Armour penetration: +14 Changes resistances penetration: +13% acid / +14% physical Changes damage: +14% physical Life regen: +2.30 Sharp, long, and deadly. |
elemental stralite mace of evisceration (38-53.2 power, 5 apr) elemental stralite mace of evisceration (38-53.2 power, 5 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 38.0 - 53.2 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% On weapon hit: * Random elemental explosion On weapon crit: * wounds the target reducing their healing When wielded/worn: Physical crit. chance: +13.0% Physical power: +13 (+1 eff.) Changes resistances penetration: +12% acid / +15% fire / +15% cold / +13% lightning Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. elven-wood magestaff of might (25-30 power, 5 apr, cold element)elven-wood magestaff of might (25-30 power, 5 apr, cold element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% cold Talent granted: +1 Command Staff Spellpower: +12 (+2 eff.) Spell crit. chance: +14% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. orichalcum trident of rage (54-86.4 power, 16 apr)orichalcum trident of rage (54-86.4 power, 16 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 54.0 - 86.4 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Physical crit. chance: +4.0% Attack speed: 100% When wielded/worn: Accuracy: +21 (+1 eff.) Changes stats: +10 Str Changes damage: +21% physical Stamina when hit: +4.00 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. orite trident of phasing (43-68.8 power, 32 apr)orite trident of phasing (43-68.8 power, 32 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 43.0 - 68.8 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +32 Physical crit. chance: +3.5% Attack speed: 100% Damage Shield penetration (this weapon only): +63% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. quick orichalcum trident of massacre (74-118.4 power, 16 apr)quick orichalcum trident of massacre (74-118.4 power, 16 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 74.0 - 118.4 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Physical crit. chance: +4.0% Attack speed: 111% When wielded/worn: Accuracy: +21 (+1 eff.) Changes stats: +10 Dex A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. warbringer's orichalcum trident of torment (52.5-84 power, 16 apr)warbringer's orichalcum trident of torment (52.5-84 power, 16 apr) Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 52.5 - 84.0 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target When wielded/worn: Physical power: +21 (+2 eff.) Changes stats: +10 Con Changes resistances penetration: +21% physical / +21% mind / +19% darkness Disarm immunity: +40% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. insidious voratun waraxe of evisceration (41-57.4 power, 6 apr)insidious voratun waraxe of evisceration (41-57.4 power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 41.0 - 57.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon crit: * wounds the target reducing their healing Damage (Melee): +48 insidious poison When wielded/worn: Physical crit. chance: +15.0% Physical power: +12 (+1 eff.) One-handed war axes. |
This item will automatically be transmogrified when you leave the level. elven-silk robe 'Gilyzilayon' (5 def, 0 armour)elven-silk robe 'Gilyzilayon' (5 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+0 eff.) Changes stats: +3 Str / +1 Dex / +11 Mag / +7 Cun Changes resistances: +9% acid Changes resistances penetration: +14% physical / +14% temporal Changes damage: +20% temporal / +20% light / +20% physical / +20% arcane / +20% darkness Maximum mana: +94.00 Spellpower: +10 (+1 eff.) Spell crit. chance: +10% Infravision radius: +3 Reduces paradox anomalies(equivalent to willpower): +12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. elven-silk robe 'Shinewasp' (5 def, 0 armour)elven-silk robe 'Shinewasp' (5 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+0 eff.) Damage when hit (Melee): 4 light / 8 fire Changes resistances: +20% physical / +3% light / +15% temporal Changes resistances penetration: +5% temporal Changes damage: +6% light / +20% physical A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. cinder drakeskin leather gloves of archery (0 def, 3 armour)cinder drakeskin leather gloves of archery (0 def, 3 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+0 eff.) Armour penetration: +13 Armour: +3 Damage (Melee): 14 fire Changes stats: +7 Cun / +9 Dex Changes resistances: +9% fire Changes damage: +9% fire It can be used to activate talent Steady Shot, placing all other charms into a 11 cooldown : Effective talent level: 3.0 Power cost: 11 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. Brodureldir the elven-silk wizard hat (3 def, 0 armour)Brodureldir the elven-silk wizard hat (3 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes resistances: +12% acid / +9% fire / +28% nature / +1% physical Changes resistances penetration: +5% mind Changes damage: +19% nature Physical save: +10 (+1 eff.) Mental save: +10 (+1 eff.) Stun/Freeze immunity: +5% Psi when hit: +0.12 A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. drakeskin leather cap of blood magic (0 def, 5 armour)drakeskin leather cap of blood magic (0 def, 5 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +7 Wil / +7 Mag Changes damage: +17% blight / +14% arcane Spell crit. chance: +5% A cap made of leather. |
This item will automatically be transmogrified when you leave the level. elven-silk wizard hat of earthrunes (3 def, 6 armour)elven-silk wizard hat of earthrunes (3 def, 6 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +6 Defense: +3 (+0 eff.) Changes stats: +6 Con It can be used to activate talent Stone Wall, placing all other charms into a 44 cooldown : Effective talent level: 1.0 Power cost: 44 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 14 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 275.57 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
Scale Mail of Kroltar (10 def, 18 armour) Scale Mail of Kroltar (10 def, 18 armour)Requires: - Strength 38 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+1 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 It can be used to activate talent Inferno (costing 27 power out of 80/80) : Effective talent level: 3.0 Power cost: 27 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a spell Description: Raging flames burn foes and allies alike, doing 359.20 fire damage in a radius of 5 each turn for 8 turns. The damage will increase with your Spellpower. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
This item will automatically be transmogrified when you leave the level. Ularadar the drakeskin leather armour (5 def, 23 armour)Ularadar the drakeskin leather armour (5 def, 23 armour) Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Physical power: +8 (+1 eff.) Armour: +23 Defense: +5 (+0 eff.) Fatigue: +8% Damage (Melee): 9 fire Damage (Ranged): 10 fire Damage when hit (Melee): 4 physical Changes resistances: +29% physical / +30% fire Changes resistances penetration: +20% physical Critical mult.: +9.00% Reduces incoming crit damage: 15.00% Maximum encumbrance: +10 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. miasmic drakeskin leather armour (5 def, 8 armour)miasmic drakeskin leather armour (5 def, 8 armour) Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +18 Armour: +8 Defense: +5 (+0 eff.) Fatigue: +8% Damage (Melee): 8 acid Damage (Ranged): 9 acid Changes resistances: +22% acid / +24% nature A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. miasmic hardened leather armour of Eyal (3 def, 6 armour)miasmic hardened leather armour of Eyal (3 def, 6 armour) Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +14 Armour: +6 Defense: +3 (+0 eff.) Fatigue: +8% Damage (Melee): 8 acid Damage (Ranged): 8 acid Changes resistances: +22% acid / +21% nature Life regen: +2.60 Maximum life: +76.00 Healing mod.: +22% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. nimble drakeskin leather armour (19 def, 8 armour)nimble drakeskin leather armour (19 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +19 (+2 eff.) Ranged Defense: +12 (+1 eff.) Fatigue: +8% Changes stats: +5 Dex Movement speed: +20% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. enlightening stralite plate armour (7 def, 13 armour)enlightening stralite plate armour (7 def, 13 armour) Requires: - Strength 48 - Talent Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+0 eff.) Fatigue: +26% Changes stats: +7 Cun / +7 Wil Mental save: +18 (+1 eff.) A suit of armour made of metal plates. |
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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Rhiruimas (dig speed 29 turns) =Digger= Rhiruimas (dig speed 29 turns) =Digger=Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Damage when hit (Melee): 8 acid Changes stats: +1 Str Changes resistances: +7% darkness / +3% mind Changes resistances penetration: +25% mind Changes damage: +9% acid Damage affinity(heal): +15% darkness Infravision radius: +5 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 jade 2 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 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 6 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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. |
ruby ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (3/3) Rod of Recall (3/3)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 110 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. Eludathra the Pitchvice (21/21, 55.5-66.6 power, 5 apr)Eludathra the Pitchvice (21/21, 55.5-66.6 power, 5 apr) Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 55.5 - 66.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +5.5% Capacity: 21 On weapon hit: * 40% chance to inflict damage reduction Damage (Ranged): +20 mind / +24 darkness Burst (radius 1) on hit: +8 darkness / +12 mind Burst (radius 2) on crit: +4 mind Shots are used with slings to pummel your foes to death. |
diamond diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold 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% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine 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. |
zircon 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 Hulk the Hulk Sun Paladin level 16
71st Dusk 122nd year of Ascendancy at 00:22 see stats
By Hulk the Hulk Sun Paladin level 8
34th Dusk 122nd year of Ascendancy at 23:14 see stats
By Hulk the Hulk Sun Paladin level 11
42nd Dusk 122nd year of Ascendancy at 08:44 see stats
By Hulk the Hulk Sun Paladin level 10
42nd Dusk 122nd year of Ascendancy at 06:28 see stats
By Hulk the Hulk Sun Paladin level 13
69th Dusk 122nd year of Ascendancy at 04:25 see stats
By Hulk the Hulk Sun Paladin level 3
2nd Summertide 122nd year of Ascendancy at 00:06 see stats
By Hulk the Hulk Sun Paladin level 3
2nd Summertide 122nd year of Ascendancy at 00:06 see stats
By Hulk the Hulk Sun Paladin level 5
21st Dusk 122nd year of Ascendancy at 09:56 see stats
By Hulk the Hulk Sun Paladin level 17
71st Dusk 122nd year of Ascendancy at 11:06 see stats
By Hulk the Hulk Sun Paladin level 7
22nd Dusk 122nd year of Ascendancy at 05:16 see stats
Log
You are unable to move!
You are unable to move!
Something damages himself through Martyrdom!
Bleeding from Siluwe the naga myrmidon hits Hulk for 495 physical damage.
Something damages himself through Martyrdom!
Bleeding from Siluwe the naga myrmidon hits Hulk for 495 physical damage.
Something damages himself through Martyrdom!
Bleeding from Siluwe the naga myrmidon hits Hulk for 495 physical damage.
Something damages himself through Martyrdom!
Bleeding from Siluwe the naga myrmidon hits Hulk for 495 physical damage.
Something damages himself through Martyrdom!
Bleeding from Siluwe the naga myrmidon hits Hulk for 495 physical damage.
Hulk is no longer pinned.
Hulk stops bleeding.
Hulk starts suffocating to death!
Hulk is suffocating.
Hulk deactivates Second Life.
Hulk has been healed by a blast of positive energy!
Hulk receives 186424 healing.
The air bubbles are depleted!
Saving game...