Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.4 |
| Addons | Items Vault 1.2.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Bulwark |
| Level / Exp | 34 / 61% |
| Size | medium |
| Lifes / Deaths | Killed by Aeroyann the red crystal at level 10 on the 22nd Dusk 122nd year of Ascendancy at 06:09 0 / 6Killed by Weirdling Beast at level 12 on the 27th Dusk 122nd year of Ascendancy at 07:05 Killed by Arclat the human at level 16 on the 57th Haze 122nd year of Ascendancy at 10:15 Killed by orc blood mage at level 31 on the 13rd Pyre 123rd year of Ascendancy at 21:10 Killed by skeleton mage at level 31 on the 13rd Pyre 123rd year of Ascendancy at 22:13 Killed by overpowered greater multi-hued wyrm at level 33 on the 62nd Pyre 123rd year of Ascendancy at 23:42 |
Primary Stats
| Strength | 120 (base 51) |
| Dexterity | 78 (base 45) |
| Constitution | 53 (base 45) |
| Magic | 25 (base 10) |
| Willpower | 22 (base 10) |
| Cunning | 22 (base 10) |
Resources
| Mana | 227/227 |
| Equilibrium | 0 |
| Life | 1008/1008 |
| Positive | 0/149 |
| Stamina | 239/239 |
| Healing Factor | 1.25 |
| Regeneration | 9.9270673543694 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 5 |
Offense: Mainhand
| Damage | 176 |
| Accuracy | 72 |
| Crit Chance | 13% |
| APR | 6 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 34.5 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22.1 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| All | +2% |
Defense: Base
| Armour (hardiness) | 113.81143588214 (100%) |
| Defense | 52.12124607631 |
| Ranged Defense | 56.12124607631 |
| Fatigue | 0 |
| Physical Save | 67.04375 |
| Spell Save | 47.958333333333 |
| Mental Save | 30.0125 |
Defense: Resistances
| All | + 12%( 70%) |
Defense: Immunities
| Stun Resistance | 84% |
| Confusion Resistance | 90% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 30% |
| Disarm Resistance | 24% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 87% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 102 with a minimum range of 15. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 4 Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Inflicts 242.76 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 60 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 225 damage for 5 turns. The effect will scale with your magic stat. |
Class Talents
| Technique / Warcries | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat techniques | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 3/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Undead / Skeleton | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
| Spell / Staff combat | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Shield Wall |
| talent | Premonition |
| beneficial effect | The target is under the effect of the cloak of deception, making it look alive. Cloak of Deception |
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 |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved talent Spit Poison (+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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | 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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
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: 434. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
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 AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. 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. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | done |
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 within2 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. * Vor Pride, in the north east. * You have destroyed Grushnak. * Gorbat Pride, in a mountain range in the southern desert. | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
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. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | stealthy pair of hardened leather boots of uncanny dodging (4 def, 3 armour) stealthy pair of hardened leather boots of uncanny dodging (4 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +4 Ranged Defense: +2 Fatigue: +3% Changes stats: +9 Lck / +4 Dex Stealth bonus: +7 A pair of boots made of leather. |
| Light source | Eldritch Pearl =keep= Eldritch Pearl =keep=Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 Light radius: +6 It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 4.0 Power cost: 80 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing 1 per turn to a maximum eventual radius of 3, doing 17.92 cold damage and 15.81 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect which reduces their stun/freeze resistance by half of their value and interracts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
| On head | Helm of the Dwarven Emperors (0 def, 6 armour) Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +3 Wil / +4 Mag Changes damage: +8% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +1 It can be used to activate talent Sun Flare (costing 30 power out of 30/30) : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 29.47 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
| On hands | spellstreaming dwarven-steel gauntlets of dexterity (+4) (0 def, 2 armour) spellstreaming dwarven-steel gauntlets of dexterity (+4) (0 def, 2 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +16 Armour: +2 Changes stats: +4 Dex Mana each turn: +0.13 Spellpower: +7 Spell crit. chance: +5% Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | volcanic elven-wood wand of clairvoyance [power 12] (6 cooldown) =keep= volcanic elven-wood wand of clairvoyance [power 12] (6 cooldown) =keep=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Talent granted: +3 Volcano It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 12), placing all other charms into a 6 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Glory of the Pride Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 Physical power: +10 Armour: +10 Armour Hardiness: +20% Defense: +5 Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
| On fingers | conjurer's gold ring of misery conjurer's gold ring of miseryPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 12% chance to cause random insanity Damage (Melee): 10 bleed Effects on ranged hit: * 12% chance to cause random insanity Damage (Ranged): 7 bleed Changes stats: +5 Mag / +4 Wil / +3 Cun Hate when firing a critical mind attack: +1.00 Maximum hate: +7.00 Spellpower: +5 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.9 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 161% weapon damage. If the attack hits, the target will bleed for 305% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
| Around neck | Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
| In main hand | Stokerace the voratun longsword (42-58.8 power, 6 apr) Stokerace the voratun longsword (42-58.8 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 42.0 - 58.8 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: * 20% chance to torment the target Damage (Melee): +20 lightning Burst (radius 1) on hit: +17 fire When wielded/worn: Changes resistances: +6% fire Changes resistances penetration: +9% mind / +14% darkness Changes damage: +9% fire Reduces incoming crit damage: 10.00% Physical save: +20 Healing mod.: +25% Sharp, long, and deadly. |
| Around waist | spiritwalker's hardened leather belt of burglary spiritwalker's hardened leather belt of burglaryPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Dex / +2 Mag / +5 Cun / +6 Lck Trap disarming bonus: +5 Stealth bonus: +7 Mana each turn: +0.10 Maximum mana: +29.00 Infravision radius: +4 A belt that goes around your waist. |
| In off hand | Piercing Gaze (5 def, 25 armour, 40 dam, 180 block) Piercing Gaze (5 def, 25 armour, 40 dam, 180 block)Requires: - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 40.0 - 48.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +180 When wielded/worn: Armour: +25 Defense: +5 Ranged Defense: +10 Fatigue: +12% Changes resistances: +10% acid / +10% physical / +10% lightning / +10% fire Talent granted: +4 Block Special effect on block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it. |
| Cloak | Duathelonslaught (2 def, 0 armour) Duathelonslaught (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Effects on melee hit: * 15% chance to inflict damage reduction Changes resistances penetration: +5% darkness Changes damage: +12% arcane Spell save: +8 Mental save: +7 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | radiant stralite plate armour of the dragon (7 def, 13 armour) radiant stralite plate armour of the dragon (7 def, 13 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 Fatigue: +26% Damage when hit (Melee): 10 light Changes stats: +3 Str / +1 Wil / +4 Con Changes resistances: +7% acid / +8% physical / +19% darkness / +25% blight / +9% fire / +9% lightning / +9% cold Talent cooldown: Rush (-5 turns) Disarm immunity: +24% Stun/Freeze immunity: +28% Knockback immunity: +31% Light radius: +2 A suit of armour made of metal plates. |
Inventory
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
stralite amulet of vision stralite amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Blindness immunity: +15% Infravision radius: +9 Sight radius: +2 See invisible: +8 Amulets can have magical properties. |
Torygatar the Flashsweeper Torygatar the FlashsweeperInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 4 fire Changes resistances: +6% darkness Reduces incoming crit damage: 5.00% Physical save: +6 Spell save: +10 Mental save: +13 Disease immunity: +10% Confusion immunity: +50% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Rings can have magical properties. |
conjurer's stralite ring of warding conjurer's stralite ring of wardingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +4 Mag / +6 Wil Changes resistances: +18% acid / +16% fire / +10% lightning / +18% cold Spellpower: +6 Rings can have magical properties. |
mule's steel ring of tenacity mule's steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Maximum encumbrance: +24 Disarm immunity: +20% Pinning immunity: +27% Knockback immunity: +22% Maximum life: +22.00 Rings can have magical properties. |
Unlightdream (31.5-44.1 power, 5 apr) =keep= Unlightdream (31.5-44.1 power, 5 apr) =keep=Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 31.5 - 44.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% On weapon hit: * 20% chance to inflict damage reduction * 40% chance to disease Damage (Melee): +13 light Damage against: +21% Undead When wielded/worn: Changes resistances penetration: +10% darkness One-handed war axes. |
thunderous voratun waraxe of phasing (38-53.2 power, 14 apr) thunderous voratun waraxe of phasing (38-53.2 power, 14 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 38.0 - 53.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * 6% chance to daze Damage Shield penetration (this weapon only): +42% When wielded/worn: Changes stats: +3 Str / +1 Dex / +2 Mag / +1 Wil / +3 Cun / +3 Con Changes resistances penetration: +10% lightning One-handed war axes. |
Cloak of Deception =keep= Cloak of Deception =keep=Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 Spellpower: +5 Mindpower: +5 A black cloak, with subtle illusion enchantments woven into its very fabric. |
dwarven-steel pickaxe of the Iron Throne (dig speed 15 turns) =keep= dwarven-steel pickaxe of the Iron Throne (dig speed 15 turns) =keep=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Maximum life: +22.00 Maximum stamina: +17.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
Summertide Phial =keep= Summertide Phial =keep=Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Prox's Lucky Halfling Foot =keep= Prox's Lucky Halfling Foot =keep=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Gives a 25% chance to shrug off up to three stuns, pins, and dazes each turn, with a 10 turn cooldown. A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Orb of Destruction (Orb of Command) =keep= Orb of Destruction (Orb of Command) =keep=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 =keep= Orb of Many Ways =keep=Powered 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. |
Plumpkin =keep= Plumpkin =keep=Powered by unknown forces 15.00 Encumbrance. [Plot Item] Type: misc / plant ; tier 3 When carried: Changes damage: +2% all Damage against: +20% Immovable It can be used to become the plumpkin, costing 100 power out of 100/100. The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
Rod of Recall (1/1) =keep= Rod of Recall (1/1) =keep=Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 power out of 303/400. 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. |
Rod of Spydric Poison (3/3) =keep= Rod of Spydric Poison (3/3) =keep=Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest =keep= Transmogrification Chest =keep=Powered 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. |
dwarven-steel torque of thermal psionic shield [power 71] (20 cooldown) =keep= dwarven-steel torque of thermal psionic shield [power 71] (20 cooldown) =keep=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 71 for 7 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
overpowered dwarven-steel torque of charged psionic shield [power 115] (31 cooldown) =keep= overpowered dwarven-steel torque of charged psionic shield [power 115] (31 cooldown) =keep=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 115 for 7 turns, placing all other charms into a 31 cooldown. Torques are made by powerful psionics to store psionic powers. |
quiet dwarven-steel torque of psychoportation [power 38] (30 cooldown) =keep= quiet dwarven-steel torque of psychoportation [power 38] (30 cooldown) =keep=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Talent cooldown: Silence (+5 turn) Talent granted: +1 Silence It can be used to teleport randomly (rad 38), placing all other charms into a 30 cooldown. Torques are made by powerful psionics to store psionic powers. |
stralite torque of kinetic psionic shield 'Ivybeth' [power 95] (20 cooldown) =keep= stralite torque of kinetic psionic shield 'Ivybeth' [power 95] (20 cooldown) =keep=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Armour penetration: +2 Physical power: +4 Changes stats: +2 Con Critical mult.: +3.00% It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 95 for 7 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
ash totem of cure ailments [power 2] (10 cooldown) =keep= ash totem of cure ailments [power 2] (10 cooldown) =keep=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to remove up to 2 poisons or diseases from the target, placing all other charms into a 10 cooldown. Natural totems are made by powerful wilders to store nature power. |
overpowered elven-wood totem of thorny skin [power 75] (30 cooldown) =keep= overpowered elven-wood totem of thorny skin [power 75] (30 cooldown) =keep=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to harden the skin for 7 turns increasing armour by 75 and armour hardiness by 60%, placing all other charms into a 30 cooldown. Natural totems are made by powerful wilders to store nature power. |
overpowered elven-wood wand of firewall [power 413] (11 cooldown) overpowered elven-wood wand of firewall [power 413] (11 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to creates a wall of flames lasting for 4 turns (dam 413 overall), placing all other charms into a 11 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Bones the Skeleton Bulwark level 25
5th Regrowth 123rd year of Ascendancy at 18:04 see stats
Against all odds
Killed Ukruk in the ambush.By Bones the Skeleton Bulwark level 24
1st Regrowth 123rd year of Ascendancy at 12:43 see stats
Arachnophobia
Destroyed the spydric menace.By Bones the Skeleton Bulwark level 30
50th Regrowth 123rd year of Ascendancy at 17:22 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 Bones the Skeleton Bulwark level 33
62nd Pyre 123rd year of Ascendancy at 19:21 see stats
Brave new world
Went to the Far East and took part in the war.By Bones the Skeleton Bulwark level 29
47th Regrowth 123rd year of Ascendancy at 18:00 see stats
Catch that Plumpkin!
Finish the Plumpkin event.By Bones the Skeleton Bulwark level 27
30th Regrowth 123rd year of Ascendancy at 05:51 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Bones the Skeleton Bulwark level 6
6th Flare 122nd year of Ascendancy at 07:47 see stats
Destroyer of the creation
Killed Slasul.By Bones the Skeleton Bulwark level 30
59th Regrowth 123rd year of Ascendancy at 03:17 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Bones the Skeleton Bulwark level 28
44th Regrowth 123rd year of Ascendancy at 12:19 see stats
Exterminator
Killed 1000 creatures.By Bones the Skeleton Bulwark level 14
56th Dusk 122nd year of Ascendancy at 20:35 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Bones the Skeleton Bulwark level 26
24th Regrowth 123rd year of Ascendancy at 19:41 see stats
Flooder
Defeated Ukllmswwik while doing his own quest.By Bones the Skeleton Bulwark level 31
59th Regrowth 123rd year of Ascendancy at 05:25 see stats
Guiding Hand
Saved all escorted adventurers.By Bones the Skeleton Bulwark level 27
41st Regrowth 123rd year of Ascendancy at 05:59 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Bones the Skeleton Bulwark level 13
27th Dusk 122nd year of Ascendancy at 10:04 see stats
Level 10
Got a character to level 10.By Bones the Skeleton Bulwark level 10
17th Dusk 122nd year of Ascendancy at 02:27 see stats
Level 20
Got a character to level 20.By Bones the Skeleton Bulwark level 20
7th Decay 122nd year of Ascendancy at 13:14 see stats
Level 30
Got a character to level 30.By Bones the Skeleton Bulwark level 30
50th Regrowth 123rd year of Ascendancy at 11:54 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Bones the Skeleton Bulwark level 14
54th Dusk 122nd year of Ascendancy at 09:51 see stats
Size matters
Did over 600 damage in one attack.By Bones the Skeleton Bulwark level 32
50th Pyre 123rd year of Ascendancy at 02:03 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Bones the Skeleton Bulwark level 28
44th Regrowth 123rd year of Ascendancy at 14:31 see stats
The Arena
Unlocked Arena mode.By Bones the Skeleton Bulwark level 8
11st Dusk 122nd year of Ascendancy at 18:12 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Bones the Skeleton Bulwark level 32
50th Pyre 123rd year of Ascendancy at 20:39 see stats
The secret city
Discovered the truth about mages.By Bones the Skeleton Bulwark level 10
20th Dusk 122nd year of Ascendancy at 08:50 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By Bones the Skeleton Bulwark level 11
24th Dusk 122nd year of Ascendancy at 01:04 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By Bones the Skeleton Bulwark level 34
4th Dusk 123rd year of Ascendancy at 08:37 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Bones the Skeleton Bulwark level 16
28th Haze 122nd year of Ascendancy at 17:28 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Bones the Skeleton Bulwark level 31
31st Pyre 123rd year of Ascendancy at 09:45 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Bones the Skeleton Bulwark level 18
73rd Haze 122nd year of Ascendancy at 17:31 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Bones the Skeleton Bulwark level 23
1st Regrowth 123rd year of Ascendancy at 04:33 see stats
Log
Resting starts...
Talent Block is ready to use.
Rested for 1 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 9 turns (stop reason: terrain change on left side).
Ran for 7 turns (stop reason: interesting terrain).
Ran for 6 turns (stop reason: terrain change on right side).
Ran for 3 turns (stop reason: terrain change on left side).
Ran for 7 turns (stop reason: terrain change on left side).
Bones picks up (y.): amber.
There is an item here: Blade of Distorted Time (40-56 power, 10 apr)
There is an item here: Twilight's Edge (47-65.8 power, 7 apr)
There is an item here: Corpathus (40-56 power, 12 apr)
Ran for 10 turns (stop reason: object seen).
There is an item here: Heart of the Sandworm Queen
Bones picks up (j.): Heart of the Sandworm Queen.
There is an item here: Blade of Distorted Time (40-56 power, 10 apr)
There is an item here: Twilight's Edge (47-65.8 power, 7 apr)
There is an item here: Corpathus (40-56 power, 12 apr)
