Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Items Vault 1.3.0Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Draconians 1.1.5Adds Draconians as playable race, with their own starting area. This addon was updated and forked by Aura of the Dawn, in the absence of ajfluffy. Second branch, due to upload system differences requring a new shortname. Turtle race 1.3.1This addon is home to bonus races, objects, and even a custom zone, for all your turtle pleasures. Races; Objects; Zones; Enemies; |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Wyrmic |
| Level / Exp | 19 / 24% |
| Size | medium |
| Lifes / Deaths | Killed by forest troll at level 2 on the 77th Pyre 122nd year of Ascendancy at 00:20 0 / 6Killed by Onear the human at level 11 on the 51st Haze 122nd year of Ascendancy at 14:16 Killed by Horned Horror at level 13 on the 61st Haze 122nd year of Ascendancy at 00:46 Killed by luminous horror at level 16 on the 11st Regrowth 123rd year of Ascendancy at 09:52 Killed by Mayeldawe the gigantic sandworm tunneler at level 17 on the 20th Regrowth 123rd year of Ascendancy at 17:23 Killed by faerlhing at level 19 on the 14th Pyre 123rd year of Ascendancy at 12:51 |
| Antimagic | Follower |
Primary Stats
| Strength | 52 (base 47) |
| Dexterity | 25 (base 15) |
| Constitution | 23 (base 15) |
| Magic | 10 (base 10) |
| Willpower | 59 (base 47) |
| Cunning | 24.478538706647 (base 10) |
Resources
| Life | -25/680 |
| Stamina | 296/296 |
| Equilibrium | 43 |
| Healing Factor | 1.11 |
| Regeneration | 13.5975 |
Speed
| Mental | +12.712573350979% |
| Attack | +12.712573350979% |
| Movement | +59.545105411692% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
Offense: Mainhand
| Damage | 83 |
| Accuracy | 48 |
| Crit Chance | 10% |
| APR | 80 |
| Speed | 0.89 |
Offense: Offhand
| Damage | 76 |
| Accuracy | 48 |
| Crit Chance | 10% |
| APR | 65 |
| Speed | 0.89 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 54.91494655419 |
| Crit Chance | 14% |
| Speed | 0.88721246465208 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 60.713754537235 (80%) |
| Defense | 9.25 |
| Ranged Defense | 9.25 |
| Fatigue | 20 |
| Physical Save | 33.125 |
| Spell Save | 32.075 |
| Mental Save | 40.739162849109 |
Defense: Resistances
| All | + 4%( 70%) |
Defense: Immunities
| Stun Resistance | 9% |
| Pinning Resistance | 5% |
| Knockback Resistance | 22% |
| Disarm Resistance | 15% |
| Instadeath Resistance | 100% |
| Blind Resistance | 9% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 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 24% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 251 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 80 and cleanse 1 wound and poison effect. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Cold drake aspect | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.41 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Wild-gift / Fungus | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Wild Growth |
| talent | Psiblades |
| talent | Icy Skin |
| beneficial effect | You gain 21% resistance against light. Resolve |
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. | active |
You failed to protect the lone alchemist from death by degenerated skeleton warrior. Escort: lone alchemist (level 1 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower by +2. | done |
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 Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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's current energy level is: 1. | 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. | active |
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 AlchemistsUngrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed honey tree root. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Duvunaritir (0 def, 4 armour) Duvunaritir (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +5 Wil Changes resistances: +6% cold / +7% fire Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Elenerim the pouch of dwarven-steel shots (16/16, 38-45.6 power, 3 apr) Elenerim the pouch of dwarven-steel shots (16/16, 38-45.6 power, 3 apr)Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 38.0 - 45.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +6.0% Capacity: 16 On weapon hit: * 10% chance to knock the target back Travel speed: +200% Damage (Ranged): +15 physical Shots are used with slings to pummel your foes to death. |
| Light source | Amirak the alchemist's lamp Amirak the alchemist's lampCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +1 Physical crit. chance: +1.0% Physical power: +2 (+0 eff.) Changes stats: +2 Con Only die when reaching: -20.00 life Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | hardened leather cap 'Hurildil' (0 def, 5 armour) hardened leather cap 'Hurildil' (0 def, 5 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +5 Fatigue: +3% Changes resistances: +1% physical Disarm immunity: +15% Pinning immunity: +5% Stamina when hit: +1.30 Equilibrium when hit: +1.30 A cap made of leather. |
| Tool | Mayyvena (dig speed 25 turns) Mayyvena (dig speed 25 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +3 Physical power: +5 (+1 eff.) Changes stats: +2 Str / +5 Dex Changes resistances penetration: +5% physical Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 18.13 cold and 15.76 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
| On fingers | copper ring of corrosion (+22%) copper ring of corrosion (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% acid Changes damage: +11% acid Rings can have magical properties. |
| Around neck | Blackreek the copper amulet Blackreek the copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 8 darkness Changes stats: +1 Dex Talent mastery: +0.11 Wild-gift / Higher draconic abilities Amulets can have magical properties. |
| In main hand | living mindstar 'Tempestkiss' (15.5-17.05 power, 76 apr, mind damage) living mindstar 'Tempestkiss' (15.5-17.05 power, 76 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 15.5 - 17.1 Uses stats: 93% Wil, 56% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +76 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 4 lightning Changes resistances: +5% blight / +6% acid / +6% lightning Changes resistances penetration: +15% acid Changes damage: +5% nature Mental save: +7 (+2 eff.) Disease immunity: +14% Life regen: +1.30 Maximum life: +30.00 Maximum psi: +28.00 Mindpower: +19 (+6 eff.) Mental crit. chance: +5% 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. |
| On hands | heroic rough leather gloves of strength (+3) (0 def, 5 armour) heroic rough leather gloves of strength (+3) (0 def, 5 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +5 Changes stats: +3 Str Mental save: +6 (+2 eff.) Maximum life: +41.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| In off hand | Duatheltaint the pulsing mindstar (14-15.4 power, 61 apr, nature damage) Duatheltaint the pulsing mindstar (14-15.4 power, 61 apr, nature damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural venom should be returned to the wyrm. Base power: 14.0 - 15.4 Uses stats: 84% Wil, 47% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +61 Physical crit. chance: +4.5% Attack speed: 100% Burst (radius 1) on hit: +4 arcane When wielded/worn: Damage when hit (Melee): 11 acid / 4 arcane Changes stats: +7 Cun Changes resistances: +6% acid / +5% arcane Changes resistances penetration: +8% acid / +5% darkness Changes damage: +10% acid Critical mult.: +13.00% Life regen: +1.50 Maximum life: +26.00 Mindpower: +15 (+5 eff.) 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. |
| Cloak | Velina (2 def, 0 armour) Velina (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Changes stats: +2 Dex / +1 Wil / +5 Cun A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | impenetrable steel mail armour of Eyal (2 def, 17 armour) impenetrable steel mail armour of Eyal (2 def, 17 armour)Requires: - Strength 20 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +17 Defense: +2 (+2 eff.) Fatigue: +14% Life regen: +1.70 Maximum life: +41.00 Healing mod.: +11% A suit of armour made of mail. |
Inventory
This item will automatically be transmogrified when you leave the level. sun infusion of the titan (rad 6; power 34; turns 5; dispells darkness)sun infusion of the titan (rad 6; power 34; turns 5; 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: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 17). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 34) for 5 turns. Its effects scale with your Constitution 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. |
flaming stralite dagger of vileness (29.5-38.35 power, 9 apr) flaming stralite dagger of vileness (29.5-38.35 power, 9 apr)Requires: - Dexterity 35 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 29.5 - 38.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 8% chance to disease Damage (Melee): +8 blight Burst (radius 1) on hit: +6 fire Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. steel greatmaul (29-43.5 power, 2 apr)steel greatmaul (29-43.5 power, 2 apr) Requires: - Strength 16 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 29.0 - 43.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% Massive two-handed mauls. |
Golden Three-Edged Sword 'The Truth' (49-78.4 power, 9 apr) Golden Three-Edged Sword 'The Truth' (49-78.4 power, 9 apr)Requires: - Willpower 18 - Strength 18 - Cunning 18 Infused by psionic forces 12.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 49.0 - 78.4 Uses stat: 129% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +9 Physical crit. chance: +9.0% Attack speed: 100% On weapon hit: * 9% chance to stun or confuse the target Damage (Melee): +49 light / +49 darkness The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
This item will automatically be transmogrified when you leave the level. Beturiara the yew longbowBeturiara the yew longbow Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 When wielded/worn: Accuracy: +4 (+2 eff.) Physical power: +9 (+2 eff.) Fatigue: -6% Changes stats: +2 Str Blindness immunity: +10% Stun/Freeze immunity: +5% Defense after a teleport: +5 Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. steel longsword (14-19.6 power, 3 apr)steel longsword (14-19.6 power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 14.0 - 19.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Sharp, long, and deadly. |
nature's vined mindstar of slime (5-5.5 power, 18 apr, nature damage) nature's vined mindstar of slime (5-5.5 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Effects when hit in melee: * Slows global speed by 4% Changes resistances: +2% blight Changes damage: +6% nature Disease immunity: +10% Mindpower: +4 (+1 eff.) Mental crit. chance: +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. |
Eclipse (18-21.6 power, 4 apr, physical element) Eclipse (18-21.6 power, 4 apr, physical element)Requires: - Magic 32 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 18.0 - 21.6 Uses stat: 110% Mag Damage type: Darkness Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +15% temporal / +15% physical / +15% light / +15% darkness Talents cooldown: Twilight (-1 turn) Moonlight Ray (-1 turn) Searing Light (-1 turn) Talent granted: +1 Command Staff P.Energy each turn: +0.10 N.Energy each turn: +0.10 Spellpower: +12 (+11 eff.) Spell crit. chance: +8% This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
This item will automatically be transmogrified when you leave the level. void walker's yew starstaff (20-24 power, 4 apr, physical element)void walker's yew starstaff (20-24 power, 4 apr, physical element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +8% darkness / +7% temporal Changes damage: +20% physical Talent granted: +1 Command Staff Spellpower: +9 (+9 eff.) Spell crit. chance: +3% Defense after a teleport: +5 Resist all after a teleport: +8% New effects duration reduction after a teleport: +13% Reduces paradox anomalies(equivalent to willpower): +15 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. pair of hardened leather boots 'Fuliromindur' (0 def, 3 armour)pair of hardened leather boots 'Fuliromindur' (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +6 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +3% Mental save: +20 (+7 eff.) Equilibrium when hit: +0.04 Mindpower: +8 (+3 eff.) Mental crit. chance: +2% A pair of boots made of leather. |
Ashriver (0 def, 2 armour) Ashriver (0 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 7 nature Changes stats: +2 Cun Changes resistances: +7% nature Changes damage: +4% nature Mindpower: +6 (+2 eff.) 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. Demonwasp the cashmere wizard hat (2 def, 0 armour)Demonwasp the cashmere wizard hat (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Damage when hit (Melee): 4 light Changes resistances: +3% darkness / +19% cold Changes resistances penetration: +15% darkness Changes damage: +13% cold Light radius: +1 A pointy cloth hat, very wizardly... |
miner's dwarven-steel helm (0 def, 6 armour) miner's dwarven-steel helm (0 def, 6 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Fatigue: +4% Infravision radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
miner's iron helm of constitution (+2) (0 def, 5 armour) miner's iron helm of constitution (+2) (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +2 Con Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
miner's iron helm of strength (+3) (0 def, 5 armour) miner's iron helm of strength (+3) (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +3 Str Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Turtleneck (-15 def, 50 armour) Turtleneck (-15 def, 50 armour)Requires: - Constitution 18 3.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +50 Defense: -15 (-9 eff.) Fatigue: +7% Changes resistances: +45% mind / +45% cold Physical save: +33 (+13 eff.) Spell save: +33 (+14 eff.) Mental save: +33 (+11 eff.) Confusion immunity: +75% It can be used to activate talent Dream Walk (costing 11 power out of 20/20) : Effective talent level: 5.0 Power cost: 11 out of 20/20. Range: 7 Travel Speed: instantaneous Is: a mind power Description: You move through the dream world, reappearing near the target location (2 teleport accuracy). If the target is a sleeping creature, you'll instead appear as close to them as possible. Despite it's name, the TurtleNeck is made from 0% real turtles! Or so the granny who knitted it claimed. You feel sleepy when you wear it, and can see glimpses of the dreamworld. |
This item will automatically be transmogrified when you leave the level. Hettyran (5 def, 11 armour)Hettyran (5 def, 11 armour) Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+5 eff.) Fatigue: +24% Effects on melee hit: * 20 arcane resource burn Changes resistances: +20% acid / +3% light Spell save: +20 (+9 eff.) A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. Blastmight (22/22, 33-46.2 power, 10 apr)Blastmight (22/22, 33-46.2 power, 10 apr) Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 33.0 - 46.2 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 22 On weapon hit: * 20% chance to daze Damage (Ranged): +12 lightning Burst (radius 1) on hit: +16 fire Burst (radius 2) on crit: +4 lightning Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. quiver of ash arrows (20/20, 18.5-25.9 power, 7 apr)quiver of ash arrows (20/20, 18.5-25.9 power, 7 apr) Requires: - Dexterity 16 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 18.5 - 25.9 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 20 Arrows are used with bows to pierce your foes to death. |
51 alchemist agate 51 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+6 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+6 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz 3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapper's iron pickaxe (dig speed 28 turns) sapper's iron pickaxe (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +1 Str / +2 Cun Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 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. |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
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. |
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 (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. |
This item will automatically be transmogrified when you leave the level. deadly pouch of steel shots of accuracy (18/18, 25.5-30.6 power, 2 apr)deadly pouch of steel shots of accuracy (18/18, 25.5-30.6 power, 2 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 25.5 - 30.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +5 Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 18 Shots are used with slings to pummel your foes to death. |
psionic steel torque of charged psionic shield [power 47] (20 cooldown) psionic steel torque of charged psionic shield [power 47] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 47 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 3 psi. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level. quick steel torque of charged psionic shield [power 31] (16 cooldown)quick steel torque of charged psionic shield [power 31] (16 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 31 for 7 turns, putting all charms on cooldown for 16 turns. Torques are made by powerful psionics to store psionic powers. |
5 amethyst 5 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% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz 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% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 citrine 2 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
Antimagic!
Completed antimagic training in the Ziguranth camp.By Fellan the Cornac Wyrmic level 14
70th Haze 122nd year of Ascendancy at 02:52 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Fellan the Cornac Wyrmic level 9
7th Dusk 122nd year of Ascendancy at 08:58 see stats
Exterminator
Killed 1000 creatures.By Fellan the Cornac Wyrmic level 18
14th Pyre 123rd year of Ascendancy at 05:09 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Fellan the Cornac Wyrmic level 18
45th Regrowth 123rd year of Ascendancy at 06:42 see stats
Level 10
Got a character to level 10.By Fellan the Cornac Wyrmic level 10
42nd Dusk 122nd year of Ascendancy at 05:23 see stats
Poisonous
Sided with the assassin lord.By Fellan the Cornac Wyrmic level 11
32nd Haze 122nd year of Ascendancy at 12:40 see stats
The secret city
Discovered the truth about mages.By Fellan the Cornac Wyrmic level 11
57th Haze 122nd year of Ascendancy at 21:06 see stats
Log
Faerlhing hits Fellan for 10 nature damage.
Fellan hits Faerlhing for 5 acid, 2 darkness, 1 lightning, 12 cold, 1 arcane (22 total damage).
Faerlhing feels pain again.
Fellan is invigorated by the attack!
Fellan is invigorated by the attack!
Fellan hits Faerlhing for 36 mind, 28 nature, 1 arcane (65 total damage).
Faerlhing hits Fellan for 67 light, 58 light (125 total damage).
Fellan is not stunned anymore.
Talent Venomous Breath is ready to use.
Talent Sudden Growth is ready to use.
Talent Corrosive Mist is ready to use.
Talent Infusion: Regeneration is ready to use.
Fellan is invigorated by the attack!
Faerlhing hits Fellan for 9 nature damage.
Fellan hits Faerlhing for 13 acid, 7 darkness, 4 lightning, 34 cold, 3 arcane (61 total damage).
Fellan's mind surges with critical power!
Fellan is invigorated by the attack!
Fellan is invigorated by the attack!
Fellan hits Faerlhing for 91 mind, 70 nature, 3 arcane (164 total damage).
Faerlhing hits Fellan for 67 light, 53 light (120 total damage).
Fellan is invigorated by the attack!
Faerlhing hits Fellan for 10 nature damage.
Fellan hits Faerlhing for 13 acid, 7 darkness, 4 lightning, 34 cold, 3 arcane (61 total damage).
You collect a new ingredient: faerlhing fang.
Fellan's mind surges with critical power!
Fellan is invigorated by the attack!
Saving game...
