Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Items Vault 1.3.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Bulwark |
| Level / Exp | 11 / 45% |
| Size | medium |
| Lifes / Deaths | Killed by Arylravea the giant green ant at level 8 on the 8th Mirth 122nd year of Ascendancy at 07:44 0 / 5Killed by Quaeur the Bringer of Doom at level 11 on the 3rd Flare 122nd year of Ascendancy at 11:35 Killed by Quaeur the Bringer of Doom at level 11 on the 3rd Flare 122nd year of Ascendancy at 14:17 Killed by Quaeur the Bringer of Doom at level 11 on the 3rd Flare 122nd year of Ascendancy at 15:02 Killed by Omar at level 11 on the 3rd Flare 122nd year of Ascendancy at 15:07 |
Primary Stats
| Strength | 36 (base 33) |
| Dexterity | 24 (base 24) |
| Constitution | 15 (base 12) |
| Magic | 16 (base 10) |
| Willpower | 19 (base 10) |
| Cunning | 17 (base 10) |
Resources
| Life | 334/334 |
| Stamina | 164/164 |
| Healing Factor | 1.1 |
| Regeneration | 4.9143016741338 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +101% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 5 |
Offense: Mainhand
| Damage | 42 |
| Accuracy | 41 |
| Crit Chance | 12% |
| APR | 10 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 16 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22.05 |
| Crit Chance | 3% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 41.19 (73.452380952381%) |
| Defense | 21.95 |
| Ranged Defense | 24.95 |
| Fatigue | 24 |
| Physical Save | 17.85 |
| Spell Save | 32.475 |
| Mental Save | 21.3 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Teleport Resistance | 5% |
| Disarm Resistance | 20% |
| Poison Resistance | 10% |
| Instadeath Resistance | 100% |
Inscriptions (3/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random mental or physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 37 with a minimum range of 15. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 182 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Field control | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 |
You failed to protect the lost sun paladin from death by skeleton mage. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Heightened Senses (+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 |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * 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 |
Equipment
| On feet | miner's pair of iron boots of tirelessness (0 def, 7 armour) miner's pair of iron boots of tirelessness (0 def, 7 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 Fatigue: +2% Stamina each turn: +0.40 Maximum stamina: +12.00 Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | self-loading quiver of elm arrows (15/15, 15.5-21.7 power, 5 apr) self-loading quiver of elm arrows (15/15, 15.5-21.7 power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 15.5 - 21.7 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +1.0% Capacity: 15 Turns elapse between self-loadings: 5 Arrows are used with bows to pierce your foes to death. |
| Light source | nightwalker's brass lantern of health nightwalker's brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Physical power: +5 (+2 eff.) Changes stats: +4 Wil Critical mult.: +10.00% Maximum life: +43.00 Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Arygaba (2 def, 0 armour) Arygaba (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +5 Mag / +5 Wil / +7 Cun Changes resistances: +9% temporal Changes resistances penetration: +10% temporal Spell save: +10 (+5 eff.) Mental save: +7 (+4 eff.) Mindpower: +4 (+2 eff.) A pointy cloth hat, very wizardly... |
| Tool | Delichik [power 43] (20 cooldown) Delichik [power 43] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Physical crit. chance: +3.0% Reduces incoming crit damage: 5.00% Only die when reaching: -40.00 life It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 43 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. |
| On fingers | treant's copper ring of pilfering treant's copper ring of pilferingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +7 Defense: +8 (+4 eff.) Changes resistances: +6% nature / +5% blight Poison immunity: +10% Disease immunity: +12% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
| On fingers | warrior's steel ring of time (+10%) warrior's steel ring of time (+10%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +10% temporal Changes damage: +10% temporal Rings can have magical properties. |
| Around neck | copper amulet copper amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 1 Amulets can have magical properties. |
| In main hand | blazebringer's steel waraxe of massacre (16-22.4 power, 3 apr) blazebringer's steel waraxe of massacre (16-22.4 power, 3 apr)Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 16.0 - 22.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% Burst (radius 2) on crit: +5 fire When wielded/worn: Changes resistances penetration: +6% fire Global speed: +1% One-handed war axes. |
| Around waist | rough leather belt 'Borondur' rough leather belt 'Borondur'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% nature / +3% fire Mental save: +3 (+2 eff.) Teleport immunity: +5% Life regen: +0.80 Healing mod.: +10% A belt that goes around your waist. |
| In off hand | reinforced steel shield of radiance (6 def, 8 armour, 16-19.2 power, 75 block) reinforced steel shield of radiance (6 def, 8 armour, 16-19.2 power, 75 block)Requires: - Strength 16 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 16.0 - 19.2 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +75 Damage (Melee): +11 light When wielded/worn: Armour: +8 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +8% Effects when hit in melee: * 12% chance to blind Changes stats: +3 Con / +1 Mag Changes resistances: +11% light Talent granted: +2 Block Handheld deflection devices. |
| Cloak | Oluthad (1 def, 6 armour) Oluthad (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Changes resistances: +3% mind / +11% cold Disarm immunity: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | spiked steel mail armour of spell shielding (2 def, 6 armour) spiked steel mail armour of spell shielding (2 def, 6 armour)Requires: - Strength 20 - Talent Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Damage when hit (Melee): 11 physical Changes resistances: +6% arcane Spell save: +11 (+6 eff.) A suit of armour made of mail. |
Inventory
sun infusion of the titan (rad 5; power 29; turns 4; dispells darkness) sun infusion of the titan (rad 5; power 29; turns 4; 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: 9 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 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 14). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 29) for 4 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. |
mule's copper ring of tenacity mule's copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +21 Disarm immunity: +22% Pinning immunity: +23% Knockback immunity: +21% Maximum life: +22.00 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. flaming steel dagger of massacre (15.5-20.15 power, 6 apr)flaming steel dagger of massacre (15.5-20.15 power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 15.5 - 20.2 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +9 fire Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. hateful steel dagger of massacre (17.5-22.75 power, 6 apr)hateful steel dagger of massacre (17.5-22.75 power, 6 apr) Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 17.5 - 22.8 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +5 darkness Damage against: +6% Living Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. thunderous iron greatmaul of erosion (17-25.5 power, 1 apr)thunderous iron greatmaul of erosion (17-25.5 power, 1 apr) Requires: - Strength 11 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 17.0 - 25.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% On weapon hit: * 12% chance to daze Damage (Melee): +9 nature / +9 temporal When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +3 Con Changes resistances penetration: +9% lightning Massive two-handed mauls. |
Cyraribeth (23-36.8 power, 2 apr) Cyraribeth (23-36.8 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 23.0 - 36.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +7 acid / +9 darkness / +10 mind Damage against: +7% Living When wielded/worn: Changes resistances penetration: +10% arcane Heals friendly targets nearby when you use a nature summon: +20 It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Massive two-handed swords. |
Charstrider CharstriderRequires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 When wielded/worn: Physical power: +5 (+2 eff.) Changes stats: +2 Str Changes resistances: +3% mind Changes resistances penetration: +5% fire Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. quick iron longsword (11-15.4 power, 2 apr)quick iron longsword (11-15.4 power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.0 - 15.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 111% When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +1 Dex Sharp, long, and deadly. |
Serpent's Glare (7-7.7 power, 15 apr, nature damage) Serpent's Glare (7-7.7 power, 15 apr, nature damage)Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +15 Physical crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Poison immunity: +50% Mindpower: +4 (+2 eff.) Mental crit. chance: +2% It can be used to activate talent Spit Poison (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 171.79 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
This item will automatically be transmogrified when you leave the level. vined mindstar of balance (5-5.5 power, 18 apr, nature damage)vined mindstar of balance (5-5.5 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 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: Physical save: +3 (+3 eff.) Spell save: +3 (+2 eff.) Mental save: +3 (+2 eff.) Equilibrium when hit: +0.60 Mindpower: +4 (+2 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. |
This item will automatically be transmogrified when you leave the level. wyrm's vined mindstar of sand (5-5.5 power, 18 apr, nature damage)wyrm's vined mindstar of sand (5-5.5 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This natural sand should be returned to the wyrm. The natural wyrm seeks an element. 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: Damage when hit (Melee): 3 lightning / 12 physical / 3 fire / 2 cold / 3 acid Changes resistances: +3% lightning / +6% physical / +3% fire / +3% acid / +3% cold Changes resistances penetration: +6% physical Changes damage: +6% physical Mindpower: +4 (+2 eff.) Mental crit. chance: +2% It can be used to activate talent Burrow, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a mind power and a nature gift Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 15 of target armor and 8% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. 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. |
Manythel (11.5-16.1 power, 2 apr) Manythel (11.5-16.1 power, 2 apr)Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20% chance to corrode armour Damage (Melee): +5 mind Burst (radius 1) on hit: +8 acid It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. One-handed war axes. |
Ivarialaith (0 def, 0 armour) Ivarialaith (0 def, 0 armour)Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Effects when hit in melee: * Slows global speed by 4% * 5 arcane resource burn Physical save: +3 (+3 eff.) Mental save: +12 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dwarven-steel mail armour 'Layoba' (3 def, 8 armour) dwarven-steel mail armour 'Layoba' (3 def, 8 armour)Requires: - Strength 28 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+2 eff.) Fatigue: +16% Damage when hit (Melee): 12 physical Changes stats: +1 Str Changes damage: +3% arcane Critical mult.: +5.00% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. searing steel mail armour of lightning resistance (2 def, 6 armour)searing steel mail armour of lightning resistance (2 def, 6 armour) Requires: - Strength 20 - Talent Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Damage (Melee): 8 acid / 9 fire Damage when hit (Melee): 8 acid / 9 fire Changes resistances: +12% acid / +14% fire / +18% lightning A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. spiked cured leather armour of temporal resistance (2 def, 4 armour)spiked cured leather armour of temporal resistance (2 def, 4 armour) Requires: - Strength 14 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Damage when hit (Melee): 11 physical Changes resistances: +15% temporal A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. troll-hide cured leather armour (2 def, 4 armour)troll-hide cured leather armour (2 def, 4 armour) Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Life regen: +6.40 Healing mod.: +12% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. crackling steel shield of radiance (6 def, 2 armour, 14.5-17.4 power, 41 block)crackling steel shield of radiance (6 def, 2 armour, 14.5-17.4 power, 41 block) Requires: - Strength 16 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 14.5 - 17.4 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +41 Damage (Melee): +10 lightning / +12 light When wielded/worn: Armour: +2 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +8% Effects when hit in melee: * 10% chance to blind * 12% chance to daze Changes stats: +2 Dex / +1 Mag / +3 Con Changes resistances: +11% lightning / +12% light Talent granted: +2 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. deadly quiver of ash arrows of crippling (22/22, 25-35 power, 7 apr)deadly quiver of ash arrows of crippling (22/22, 25-35 power, 7 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 25.0 - 35.0 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +8.5% Capacity: 22 On weapon crit: * cripple the target Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. hateful quiver of elm arrows of crippling (17/17, 14.5-20.3 power, 5 apr)hateful quiver of elm arrows of crippling (17/17, 14.5-20.3 power, 5 apr) Requires: - Dexterity 11 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 14.5 - 20.3 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +8.0% Capacity: 17 On weapon crit: * cripple the target Damage (Ranged): +7 darkness Damage against: +7% Living Arrows are used with bows to pierce your foes to death. |
2 agate 2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+3 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+3 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
woodsman's dwarven-steel pickaxe (dig speed 32 turns) woodsman's dwarven-steel pickaxe (dig speed 32 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +10% nature Changes damage: +6% nature 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 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+2 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. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 6 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 21% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn 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. |
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. |
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. |
quick steel torque of thermal psionic shield [power 21] (16 cooldown) quick steel torque of thermal psionic shield [power 21] (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 fire, cold, light, and arcane damage by 21 for 7 turns, putting all charms on cooldown for 16 turns. Torques are made by powerful psionics to store psionic powers. |
6 ametrine 6 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine 3 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
Level 10
Got a character to level 10.By Omar the Cornac Bulwark level 10
10th Mirth 122nd year of Ascendancy at 20:09 see stats
That was close
Killed your target while having only 1 life left.By Omar the Cornac Bulwark level 11
3rd Flare 122nd year of Ascendancy at 14:15 see stats
The secret city
Discovered the truth about mages.By Omar the Cornac Bulwark level 10
1st Summertide 122nd year of Ascendancy at 16:27 see stats
Log
Omar hits King cobra for 56 physical, 2 fire (58 total damage).
Dire wolf hits Omar for 4 physical damage.
Omar hits Dire wolf for , 4 physical (4 total damage).
Quaeur the Bringer of Doom misses Omar.
Omar hits King cobra for , 4 physical (4 total damage).
King cobra hits Omar for 4 physical damage.
Dire wolf misses Omar.
Omar hits King cobra for 40 physical damage.
Omar is not stunned anymore.
Talent Repulsion is ready to use.
Talent Shield Slam is ready to use.
Talent Rush is ready to use.
Omar hits King cobra for , 10 physical (10 total damage).
King cobra hits Omar for 4 physical damage.
Omar killed King cobra!
Quaeur the Bringer of Doom recovers sight.
Beyond the Flesh hits Omar for 10 physical, 7 acid, 6 fire (22 total damage).
Omar hits Quaeur the Bringer of Doom for , (5 to psi shield), 6 physical (6 total damage).
Omar the level 11 cornac bulwark was flamed to death by Quaeur the Bringer of Doom (yet again) on level 3 of Old Forest.
You have no more lives left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Beyond the Flesh killed Omar!
Saving done.
Ran for 2 turns (stop reason: interesting character).
Talent Shield Pummel is ready to use.
Saving game...
