Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Items Vault 1.3.0Donators/Buyers bonus! Archery Fix 1.3.0Addon which fixes ranged weapon/ammo on hit, on crit, on kill effects. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Bulwark |
| Level / Exp | 40 / 32% |
| Size | medium |
| Lifes / Deaths | Killed by skeleton warrior at level 30 on the 72nd Haze 123rd year of Ascendancy at 22:29 0 / 8Killed by skeleton warrior at level 30 on the 72nd Haze 123rd year of Ascendancy at 23:54 Killed by skeleton mage at level 30 on the 73rd Haze 123rd year of Ascendancy at 02:03 Killed by orc cryomancer at level 35 on the 37th Pyre 124th year of Ascendancy at 19:12 Killed by Arquinius at level 36 on the 6th Flare 124th year of Ascendancy at 13:05 Killed by orc cryomancer at level 37 on the 15th Dusk 124th year of Ascendancy at 10:27 Killed by Vaamo the Crusher at level 39 on the 36th Dusk 124th year of Ascendancy at 05:25 Killed by orc blood mage at level 40 on the 51st Dusk 124th year of Ascendancy at 23:20 |
| Antimagic | Follower |
Primary Stats
| Strength | 83 (base 60) |
| Dexterity | 15 (base 12) |
| Constitution | 81 (base 60) |
| Magic | 18 (base 10) |
| Willpower | 72 (base 44) |
| Cunning | 19 (base 10) |
Resources
| Life | -458/1330 |
| Stamina | 302/398 |
| Equilibrium | 45 |
| Healing Factor | 1.46 |
| Regeneration | 7.1066185856685 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| See Invisible | 9 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 130 |
| Accuracy | 55 |
| Crit Chance | 29% |
| APR | 20 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 22.5 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 46.333333333333 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| All | +6% |
Defense: Base
| Armour (hardiness) | 84.2 (100%) |
| Defense | 34.375 |
| Ranged Defense | 40.25 |
| Fatigue | 45 |
| Physical Save | 60.6 |
| Spell Save | 36.6 |
| Mental Save | 33.425 |
Defense: Resistances
| All | + 15%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 10% |
| Pinning Resistance | 100% |
| Disarm Resistance | 40% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 441 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 249 and cleanse 1 wound and poison effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 6 for 11 turns. While Heroism is active, you will only die when reaching -335 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 586% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Warcries | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Battle tactics | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Shield offense | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Shield defense | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Antimagic Shield |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| beneficial effect | The target is recovering 55 life each turn. Recovery |
| beneficial effect | Increases your three highest stats by 6 and keeps you from dying even if your life drops to -335. Heroism |
| beneficial effect | You gain 18% resistance against acid. Resolve |
| beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | 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 have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the lone alchemist from death by orc grand master assassin. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Willpower by +1. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Willpower by +1. | done |
You successfully escorted the lone alchemist to the recall portal on level 7 of Dreadfell. Escort: lone alchemist (level 7 of Dreadfell)As a reward you improved Willpower by +1. | done |
You failed to protect the lost sun paladin from death by giant acid ant. Escort: lost sun paladin (level 3 of Dreadfell) | failed |
You failed to protect the lost warrior from death by skeleton warrior. Escort: lost warrior (level 1 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved Strength by +2. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Piercing Sight (+1 level(s)). | 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 |
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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | 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. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 578. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | done |
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. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Marus of Elvala. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Stire of Derth in creating an elixir of avoidance. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
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. * You have destroyed Grushnak. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
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 | Boltshaper (19 def, 4 armour) Boltshaper (19 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +19 (+8 eff.) Fatigue: +3% Changes stats: +2 Str / +2 Mag Changes resistances penetration: +5% lightning Grants telepathy: Demon/Minor Demon/Major See invisible: +9 It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 25% chance to completely evade them and granting you 12 defense for 13 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | nightwalker's dwarven lantern of health nightwalker's dwarven lantern of healthInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Physical power: +6 (+2 eff.) Changes stats: +4 Wil Critical mult.: +12.00% Maximum life: +54.00 Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | bladed voratun helm of knowledge (0 def, 5 armour) bladed voratun helm of knowledge (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 8 physical Changes stats: +4 Str / +3 Wil / +3 Cun Mindpower: +4 (+1 eff.) It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 354.5 Physical damage. If the attack hits, the target is confused (30% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Fists of the Desert Scorpion (8 def, 4 armour) Fists of the Desert Scorpion (8 def, 4 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+4 eff.) Changes stats: +3 Str / +3 Wil / +3 Cun Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+1 eff.) It can be used to activate talent Mindhook (costing 16 power out of 24/24) : Effective talent level: 4.0 Power cost: 16 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
| Tool | Polerema the Morningking [power 252] (28 cooldown) Polerema the Morningking [power 252] (28 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Damage when hit (Melee): 8 lightning / 20 light Changes damage: +15% light It can be used to heal a target within range 9 (Willpower) for 252, putting all charms on cooldown for 28 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | painweaver's gold ring of life painweaver's gold ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Changes damage: +6% all Life regen: +1.00 Maximum life: +54.00 Spellpower: +7 (+4 eff.) Mindpower: +9 (+3 eff.) Healing mod.: +16% Rings can have magical properties. |
| On fingers | Xanira XaniraCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -6% Damage when hit (Melee): 12 acid Changes resistances: +9% darkness / +3% fire Maximum encumbrance: +22 Rings can have magical properties. |
| Around neck | Earthen Beads Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Damage affinity(heal): +15% nature Life regen: +0.20 Mindpower: +5 (+2 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 40 power out of 40/40) : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 248 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
| In main hand | stralite mace 'Erelach' (37.5-52.5 power, 5 apr) stralite mace 'Erelach' (37.5-52.5 power, 5 apr)Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 4 Base power: 37.5 - 52.5 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 crit: * cripple the target Damage (Melee): +41 insidious poison When wielded/worn: Armour penetration: +10 Physical crit. chance: +16.0% Damage when hit (Melee): 12 mind Changes stats: +2 Wil Critical mult.: +17.00% Maximum vim: +10.00 Mental crit. chance: +3% Damage Shield penetration: +20% Blunt and deadly. |
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | icy voratun shield of crushing (12 def, 3 armour, 68.5-82.2 power, 193 block) icy voratun shield of crushing (12 def, 3 armour, 68.5-82.2 power, 193 block)Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 68.5 - 82.2 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +193 On weapon crit: * smash the target with your shield crippling them Damage (Melee): +12 cold When wielded/worn: Physical crit. chance: +5.0% Physical power: +9 (+2 eff.) Armour: +3 Defense: +12 (+6 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Damage (Melee): 8 cold Damage when hit (Melee): 14 ice Talent granted: +5 Block Handheld deflection devices. |
| Cloak | murderer's cashmere cloak of the hunter (2 def, 0 armour) murderer's cashmere cloak of the hunter (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +30 (+9 eff.) Armour penetration: +5 Defense: +2 (+1 eff.) Fatigue: -6% Changes stats: +3 Cun / +3 Dex Maximum life: +57.00 Maximum stamina: +26.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Tarrasca (0 def, 50 armour) Tarrasca (0 def, 50 armour)Requires: - Strength 52 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +50 Armour Hardiness: +15% Fatigue: +35% Changes stats: +15 Con Physical save: +45 (+11 eff.) Knockback immunity: +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage equal to the speed detriment, but never to less than 30% of the original damage. Current Resistance: 0% It can be used to slow the movement speed of all creatures within 5 spaces (including yourself) by 40%, costing 25 power out of 25/25. This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
Inventory
regeneration infusion (heal 355 over 5 turns) regeneration infusion (heal 355 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 355 life over 5 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
gold amulet 'Xanuba' gold amulet 'Xanuba'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +6% temporal / +16% mind / +3% light Confusion immunity: +28% Only die when reaching: -40.00 life Amulets can have magical properties. |
titan's voratun ring of nature (+34%) titan's voratun ring of nature (+34%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Con Changes resistances: +34% nature Changes damage: +17% nature Physical save: +12 (+3 eff.) Rings can have magical properties. |
blazebringer's stralite mace of evisceration (38.5-53.9 power, 5 apr) blazebringer's stralite mace of evisceration (38.5-53.9 power, 5 apr)Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 38.5 - 53.9 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 crit: * wounds the target reducing their healing Burst (radius 2) on crit: +11 fire When wielded/worn: Physical crit. chance: +11.0% Physical power: +10 (+2 eff.) Changes resistances penetration: +11% fire Global speed: +4% Blunt and deadly. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+3 eff.) Spell save: +12 (+5 eff.) Mental save: +12 (+6 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Shadowhunter (5 def, 10 armour) Shadowhunter (5 def, 10 armour)Requires: - Strength 48 - Talent Armour Training Infused by nature Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +16% Damage when hit (Melee): 8 lightning / 16 darkness Changes resistances: +24% lightning / +17% nature / +14% blight Changes damage: +9% darkness Reduced damage from: +9% Unnatural Life regen: +2.40 Maximum life: +70.00 Healing mod.: +15% A suit of armour made of mail. |
Titanic (20 def, 18 armour, 48-57.6 power, 320 block) Titanic (20 def, 18 armour, 48-57.6 power, 320 block)Requires: - Strength 37 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 48.0 - 57.6 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +320 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 (+9 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +30% Talent granted: +4 Block This shield made of the darkest stralite is huge, heavy and very solid. |
deflecting voratun shield of fire resistance (+23%) (20 def, 3 armour, 68-81.6 power, 198 block) deflecting voratun shield of fire resistance (+23%) (20 def, 3 armour, 68-81.6 power, 198 block)Requires: - Strength 48 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 68.0 - 81.6 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +198 When wielded/worn: Armour: +3 Defense: +20 (+9 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Changes resistances: +23% fire Talent granted: +5 Block Deflect projectiles away: +10% Handheld deflection devices. |
67 alchemist agate 67 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. |
Ravenfear the dwarven-steel pickaxe (dig speed 28 turns) Ravenfear the dwarven-steel pickaxe (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +6 Str / +2 Wil / +1 Cun / +5 Con Changes resistances: +6% darkness Grants telepathy: Demon/Minor Demon/Major Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
alchemist's lamp 'Silegawen' alchemist's lamp 'Silegawen'Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +2 Dex Changes damage: +3% physical Grants telepathy: Dragon Maximum life: +52.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
Blood-Runed Athame Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
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 Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift 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 10 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. |
2 fire opal 2 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 ruby 2 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. |
Grinisarain [power 3] (22 cooldown) Grinisarain [power 3] (22 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +1 Con Changes resistances: +1% physical Reduces incoming crit damage: 10.00% Maximum life: +20.00 Healing mod.: +5% It can be used to remove up to 3 poisons or diseases from a target within range 9 (Willpower), putting all charms on cooldown for 22 turns. When used: 100% chance to regenerate 10 equilibrium. Natural totems are made by powerful wilders to store nature power. |
Hanegas the Lustrebloom [power 4] (10 cooldown) Hanegas the Lustrebloom [power 4] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 12 light Changes resistances penetration: +15% light / +10% mind Talent granted: +4 Rushing Claws Light radius: +3 It can be used to remove up to 4 poisons or diseases from a target within range 9 (Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
3 diamond 3 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. |
moonstone moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+5 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+5 eff.) When used to imbue an object: Defense: +10 (+5 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 pearl 2 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all 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. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Arquinius the Cornac Bulwark level 32
77th Haze 123rd year of Ascendancy at 19:53 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Arquinius the Cornac Bulwark level 38
19th Dusk 124th year of Ascendancy at 04:23 see stats
Against all odds
Killed Ukruk in the ambush.By Arquinius the Cornac Bulwark level 31
75th Haze 123rd year of Ascendancy at 12:31 see stats
Antimagic!
Completed antimagic training in the Ziguranth camp.By Arquinius the Cornac Bulwark level 13
37th Dusk 122nd year of Ascendancy at 05:17 see stats
Arachnophobia
Destroyed the spydric menace.By Arquinius the Cornac Bulwark level 40
47th Dusk 124th year of Ascendancy at 07:12 see stats
Are you out of your mind?!
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Arquinius the Cornac Bulwark level 36
38th Pyre 124th year of Ascendancy at 13:44 see stats
Brave new world
Went to the Far East and took part in the war.By Arquinius the Cornac Bulwark level 35
1st Time of Balance 124th year of Ascendancy at 21:03 see stats
Bringer of Doom
Killed a Bringer of Doom.By Arquinius the Cornac Bulwark level 27
22nd Dusk 123rd year of Ascendancy at 11:37 see stats
Clone War
Destroyed your own Shade.By Arquinius the Cornac Bulwark level 36
76th Pyre 124th year of Ascendancy at 11:59 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Arquinius the Cornac Bulwark level 12
31st Dusk 122nd year of Ascendancy at 14:34 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Arquinius the Cornac Bulwark level 34
41st Regrowth 124th year of Ascendancy at 10:32 see stats
Exterminator
Killed 1000 creatures.By Arquinius the Cornac Bulwark level 20
39th Regrowth 123rd year of Ascendancy at 20:12 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Arquinius the Cornac Bulwark level 22
53rd Regrowth 123rd year of Ascendancy at 01:22 see stats
Fear me not!
Survived the Fearscape!By Arquinius the Cornac Bulwark level 32
12nd Regrowth 124th year of Ascendancy at 05:24 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Arquinius the Cornac Bulwark level 16
75th Haze 122nd year of Ascendancy at 22:34 see stats
Level 10
Got a character to level 10.By Arquinius the Cornac Bulwark level 10
8th Mirth 122nd year of Ascendancy at 05:17 see stats
Level 20
Got a character to level 20.By Arquinius the Cornac Bulwark level 20
37th Regrowth 123rd year of Ascendancy at 04:13 see stats
Level 30
Got a character to level 30.By Arquinius the Cornac Bulwark level 30
69th Haze 123rd year of Ascendancy at 14:18 see stats
Level 40
Got a character to level 40.By Arquinius the Cornac Bulwark level 40
46th Dusk 124th year of Ascendancy at 07:00 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Arquinius the Cornac Bulwark level 13
64th Dusk 122nd year of Ascendancy at 19:51 see stats
Shasshhiy'Kaish
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Arquinius the Cornac Bulwark level 32
35th Regrowth 124th year of Ascendancy at 17:52 see stats
Size matters
Did over 600 damage in one attack.By Arquinius the Cornac Bulwark level 25
39th Pyre 123rd year of Ascendancy at 21:18 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Arquinius the Cornac Bulwark level 34
42nd Regrowth 124th year of Ascendancy at 02:15 see stats
That was close
Killed your target while having only 1 life left.By Arquinius the Cornac Bulwark level 30
72nd Haze 123rd year of Ascendancy at 21:21 see stats
The Arena
Unlocked Arena mode.By Arquinius the Cornac Bulwark level 13
54th Dusk 122nd year of Ascendancy at 22:38 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Arquinius the Cornac Bulwark level 39
33rd Dusk 124th year of Ascendancy at 19:23 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Arquinius the Cornac Bulwark level 26
73rd Pyre 123rd year of Ascendancy at 21:05 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By Arquinius the Cornac Bulwark level 32
11st Regrowth 124th year of Ascendancy at 10:20 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Arquinius the Cornac Bulwark level 26
73rd Pyre 123rd year of Ascendancy at 02:26 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Arquinius the Cornac Bulwark level 33
36th Regrowth 124th year of Ascendancy at 11:39 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Arquinius the Cornac Bulwark level 22
46th Regrowth 123rd year of Ascendancy at 14:01 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Arquinius the Cornac Bulwark level 30
74th Haze 123rd year of Ascendancy at 02:48 see stats
Log
A shield forms around skeleton warrior.
Burning from Orc necromancer hits Skeleton warrior for 58 fire damage.
Skeleton master archer's Crippling Shot hits Arquinius for 33 physical, (8 antimagic), 0 blight, , (12 antimagic), 0 light, 0 arcane (33 total damage).
Orc necromancer casts Circle of Death.
Orc blood mage casts Rune: Lightning.
Arquinius is invigorated by the attack!
Orc necromancer casts Invoke Darkness.
Arquinius is invigorated by the attack!
Orc blood mage casts Blood Grasp.
Orc blood mage casts Soul Rot.
Orc blood mage's spell attains critical power!
Orc necromancer hits Arquinius for (33 antimagic), 156 darkness (156 total damage).
Insidious Poison from Arquinius hits Velodheba the orc necromancer for 5 nature damage.
Orc blood mage hits Arquinius for (33 antimagic), 194 lightning (194 total damage).
Arquinius is invigorated by the attack!
Orc blood mage drains life from Arquinius!
Armoured skeleton warrior casts Rune: Acid Wave.
Arquinius is invigorated by the attack!
Orc blood mage shrugs off the effect 'Disarmed'!
Skeleton mage is disarmed!
Velodheba the orc necromancer is disarmed!
You feel a surge of power as a powerful creature falls nearby.
Armoured skeleton warrior hits Velodheba the orc necromancer for 105 acid damage.
Armoured skeleton warrior hits Arquinius for (33 antimagic), 103 acid (103 total damage).
Armoured skeleton warrior hits Orc blood mage for (160 shifted), 0 acid (0 total damage).
Armoured skeleton warrior hits Skeleton mage for (160 absorbed), 0 acid (0 total damage).
Orc blood mage receives 37 healing from Arquinius.
Orc blood mage's Blood Grasp hits Arquinius for (33 antimagic), 60 blight (60 total damage).
Arquinius receives 80 healing.
Saving game...
