Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
| Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.4.8Donators/Buyers bonus! Embers of Rage 1.4.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Alchemist |
| Level / Exp | 24 / 63% |
| Size | medium |
| Lifes / Deaths | Killed by Telda the thalore at level 14 on the 48th Dusk 122nd year of Ascendancy at 20:00 2 / 4Killed by Polimira the snow giant thunderer at level 19 on the 78th Dusk 122nd year of Ascendancy at 07:22 Killed by Velyra the rogue at level 21 on the 1st Haze 122nd year of Ascendancy at 23:15 Killed by elven blood mage at level 24 on the 59th Haze 122nd year of Ascendancy at 04:50 |
Primary Stats
| Strength | 16 (base 16) |
| Dexterity | 37 (base 33) |
| Constitution | 26 (base 20) |
| Magic | 51 (base 40) |
| Willpower | 46 (base 22) |
| Cunning | 21 (base 10) |
Resources
| Life | 540/540 |
| Mana | 531/531 |
| Paradox | 300 |
| Positive | 119/119 |
| Healing Factor | 1.1 |
| Regeneration | 1.815 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 6 |
Offense: Mainhand
| Damage | 66 |
| Accuracy | 26 |
| Crit Chance | 6% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 43 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 40 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 20 (30%) |
| Defense | 28 |
| Ranged Defense | 28 |
| Fatigue | 0 |
| Physical Save | 22 |
| Spell Save | 40 |
| Mental Save | 35 |
Defense: Resistances
| All | + 4%( 70%) |
Defense: Immunities
| Teleport Resistance | 15% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 10% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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 23% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 716% for 10 turns and instantly restoring 36 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 244 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 143 and cleanse 1 wound and poison effect. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: PrimalUse 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 cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 13% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Class Talents
| Spell / Fire alchemy | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Explosive admixtures | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Golemancy | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Energy alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Acid alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Frost alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Spell / Stone alchemy | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Spell / Staff combat | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 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 |
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 grave | active |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved talent Channel Staff (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Daikara. Escort: lost anorithil (level 2 of Daikara)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Daikara. Escort: temporal explorer (level 1 of Daikara)As a reward you improved talent Precognition (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you improved talent Precognition (+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 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 74. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed bloated horror heart. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed red crystal shard. * You've found the needed skeleton mage skull. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed vial of squid ink. * You've found the needed green worm. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed wretchling eyeball. * You've found the needed ritch stinger. | active |
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! | 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 within | 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 | Loamedge (0 def, 4 armour) Loamedge (0 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Mag / +4 Wil Changes resistances penetration: +5% nature Disease immunity: +10% Confusion immunity: +10% Teleport immunity: +15% It can be used to blink to a nearby random location (rad 8), putting all charms on cooldown for 25 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | 33 alchemist spinel 33 alchemist spinel0.00 Encumbrance. Type: alchemist-gem / green ; tier 1 When used as an alchemist bomb: Mana regain 10 Gems can be sold for money or used in arcane rituals. |
| Light source | bright brass lantern of health bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +45.00 Light radius: +4 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 | Zubura the voratun helm (0 def, 7 armour) Zubura the voratun helm (0 def, 7 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +7 Fatigue: -3% Changes stats: +4 Cun / +3 Wil Changes resistances: +10% blight / +9% darkness Spell save: +19 (+6 eff.) Mental save: +11 (+5 eff.) Only die when reaching: -20.00 life Maximum vim: +20.00 Mindpower: +4 (+2 eff.) Infravision radius: +2 Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 6 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | 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 10 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 80% 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. |
| On fingers | Layetta LayettaPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Changes damage: +6% physical Only die when reaching: -20.00 life Maximum stamina: +10.00 Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) Healing mod.: +10% Rings can have magical properties. |
| On fingers | Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 16.24 cold and 15.67 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
| Around waist | Cinderrupture the hardened leather belt Cinderrupture the hardened leather beltCrafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Defense: +11 (+5 eff.) Changes stats: +4 Dex / +2 Wil / +4 Cun / +6 Lck Changes resistances: +3% fire Changes resistances penetration: +10% arcane / +10% fire Changes damage: +3% arcane Trap disarming bonus: +13 Stealth bonus: +15 Mental save: +6 (+3 eff.) Maximum life: +46.00 Infravision radius: +4 A belt that goes around your waist. |
| In main hand | Crystal Shard (16-19.2 power, 4 apr, physical element) Crystal Shard (16-19.2 power, 4 apr, physical element)Requires: - Magic 20 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 16.0 - 19.2 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% Damage conversion: 50% blight When wielded/worn: Changes resistances: +10% arcane / +10% blight Changes damage: +18% arcane / +18% blight Damage affinity(heal): +20% arcane Spellpower: +14 (+5 eff.) Spell crit. chance: +4% It can be used to create 2 living shards of crystal to serve you for 10 turns, costing 45 power out of 45/45. This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
| On hands | rough leather gloves of magic (+2) (0 def, 1 armour) rough leather gloves of magic (+2) (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Mag Changes damage: +4% arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Robe of Force (12 def, 8 armour) Robe of Force (12 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+6 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+5 eff.) Mindpower: +8 (+3 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 33.15 to 41.44 physical damage (based on Willpower and Cunning) with knockback, costing 10 power out of 7/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
| Cloak | spellcowled cashmere cloak (2 def, 0 armour) spellcowled cashmere cloak (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Mag / +2 Wil Spell save: +7 (+2 eff.) Maximum mana: +50.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | restful gold amulet of manastreaming restful gold amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -5% Changes stats: +3 Mag Life regen: +1.40 Mana each turn: +0.25 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +20.00 Amulets can have magical properties. |
Inventory
heroism infusion of the duelist (+10 for 9 turns, die at -430) heroism infusion of the duelist (+10 for 9 turns, die at -430)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 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 10 for 9 turns. While Heroism is active, you will only die when reaching -430 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. Its effects scale with your Dexterity 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. |
regeneration infusion of the warrior (heal 166 over 5 turns) regeneration infusion of the warrior (heal 166 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: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 166 life over 5 turns. Its effects scale with your Strength 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. |
Blood of Life Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
shielding rune of the sneak (absorb 317 for 5 turns) shielding rune of the sneak (absorb 317 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 317 damage for 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
clarifying copper amulet of strength (+2) clarifying copper amulet of strength (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str Changes resistances: +12% mind Confusion immunity: +21% Amulets can have magical properties. |
restful copper amulet of magic (+2) restful copper amulet of magic (+2)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Mag Life regen: +1.00 Amulets can have magical properties. |
Glitterspike GlitterspikeInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 13% chance to cause random gloom Damage (Melee): 9 bleed Effects on ranged hit: * 13% chance to cause random gloom Damage (Ranged): 10 bleed Damage when hit (Melee): 8 light Changes stats: +3 Cun Changes resistances penetration: +20% light Hate when firing a critical mind attack: +1.00 Maximum hate: +9.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. |
copper ring of fire (+22%) copper ring of fire (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% fire Changes damage: +11% fire Rings can have magical properties. |
marksman's copper ring marksman's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+4 eff.) Changes stats: +4 Dex Rings can have magical properties. |
mule's copper ring mule's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +21 Rings can have magical properties. |
rogue's steel ring rogue's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Rings can have magical properties. |
caustic dwarven-steel waraxe of amnesia (20-28 power, 4 apr) caustic dwarven-steel waraxe of amnesia (20-28 power, 4 apr)Requires: - Strength 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 15% chance to corrode armour * 25% chance to put talents on cooldown When wielded/worn: Changes resistances penetration: +7% acid Life regen: +0.80 One-handed war axes. |
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. |
nightruned rough leather belt nightruned rough leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% light / +6% darkness A belt that goes around your waist. |
linen cloak of the Shaloren (1 def, 0 armour) linen cloak of the Shaloren (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Mag / +1 Wil A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
insulating pair of rough leather boots of uncanny dodging (2 def, 1 armour) insulating pair of rough leather boots of uncanny dodging (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +1% Changes resistances: +6% fire / +6% cold A pair of boots made of leather. |
storm rough leather gloves of dexterity (+3) (0 def, 1 armour) storm rough leather gloves of dexterity (+3) (0 def, 1 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+5 eff.) Armour: +1 Damage (Melee): 6 lightning Changes stats: +3 Dex Changes resistances: +5% lightning Changes damage: +4% lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
insulating hardened leather cap of the depths (0 def, 3 armour) insulating hardened leather cap of the depths (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +7% fire / +8% cold Allows you to breathe in: water A cap made of leather. |
miner's rough leather cap of strength (+3) (0 def, 2 armour) miner's rough leather cap of strength (+3) (0 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 Fatigue: +1% Changes stats: +3 Str Infravision radius: +1 A cap made of leather. |
stabilizing rough leather cap of dexterity (+3) (0 def, 1 armour) stabilizing rough leather cap of dexterity (+3) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Dex Physical save: +10 (+5 eff.) A cap made of leather. |
rough leather armour of acid resistance (1 def, 2 armour) rough leather armour of acid resistance (1 def, 2 armour)Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Changes resistances: +16% acid A suit of armour made of leather. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 alchemist aquamarine 3 alchemist aquamarine0.00 Encumbrance. Type: alchemist-gem / blue ; tier 2 When used as an alchemist bomb: Mana regain 20 Gems can be sold for money or used in arcane rituals. |
10 alchemist lapis lazuli 10 alchemist lapis lazuli0.00 Encumbrance. Type: alchemist-gem / blue ; tier 3 When used as an alchemist bomb: Mana regain 30 Gems can be sold for money or used in arcane rituals. |
10 alchemist opal 10 alchemist opal0.00 Encumbrance. Type: alchemist-gem / blue ; tier 2 When used as an alchemist bomb: Bomb damage +10% Gems can be sold for money or used in arcane rituals. |
3 aquamarine 3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli 3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal 4 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 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz 6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Urtharuichak the Blazereaper (dig speed 38 turns) Urtharuichak the Blazereaper (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Fatigue: -5% Damage when hit (Melee): 8 lightning Changes stats: +2 Str Changes resistances: +1% physical When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 spinel 5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
brass lantern of health brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 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. |
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. |
14 alchemist garnet 14 alchemist garnet0.00 Encumbrance. Type: alchemist-gem / red ; tier 3 When used as an alchemist bomb: Life regen 5% of max life Gems can be sold for money or used in arcane rituals. |
4 garnet 4 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Life regen 5% of max life 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. |
5 alchemist amethyst 5 alchemist amethyst0.00 Encumbrance. Type: alchemist-gem / violet ; tier 2 When used as an alchemist bomb: Additional 25 arcane damage Gems can be sold for money or used in arcane rituals. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
5 alchemist ametrine 5 alchemist ametrine0.00 Encumbrance. Type: alchemist-gem / yellow ; tier 1 When used as an alchemist bomb: Lights terrain (power 10) Gems can be sold for money or used in arcane rituals. |
11 alchemist zircon 11 alchemist zircon0.00 Encumbrance. Type: alchemist-gem / yellow ; tier 1 When used as an alchemist bomb: 20% chance to daze for 3 turns Gems can be sold for money or used in arcane rituals. |
8 citrine 8 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 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 zircon 9 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 When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By gogodf the Cornac Alchemist level 20
1st Time of Equilibrium 122nd year of Ascendancy at 10:33 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By gogodf the Cornac Alchemist level 20
79th Dusk 122nd year of Ascendancy at 09:55 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By gogodf the Cornac Alchemist level 17
60th Dusk 122nd year of Ascendancy at 21:09 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By gogodf the Cornac Alchemist level 10
9th Mirth 122nd year of Ascendancy at 01:40 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By gogodf the Cornac Alchemist level 20
79th Dusk 122nd year of Ascendancy at 04:43 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By gogodf the Cornac Alchemist level 14
13rd Dusk 122nd year of Ascendancy at 08:20 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By gogodf the Cornac Alchemist level 23
43rd Haze 122nd year of Ascendancy at 09:58 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By gogodf the Cornac Alchemist level 8
4th Mirth 122nd year of Ascendancy at 02:17 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By gogodf the Cornac Alchemist level 22
25th Haze 122nd year of Ascendancy at 08:24 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By gogodf the Cornac Alchemist level 12
4th Flare 122nd year of Ascendancy at 20:13 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By gogodf the Cornac Alchemist level 21
2nd Haze 122nd year of Ascendancy at 06:36 see stats
Log
Hotkey page 2 is now displayed.
Hotkey page 3 is now displayed.
Hotkey page 4 is now displayed.
Gogodf casts Thunderclap.
Hotkey page 5 is now displayed.
Gogodf casts Thunderclap.
Gogodf shrugs off the critical damage!
gogodf HEALS from blight damage!
Something hits gogodf for 97 blight, 23 healing (97 total damage) [23 healing].
Hotkey page 1 is now displayed.
Gogodf uses Infusion: Regeneration.
Gogodf starts regenerating health quickly.
Gogodf feels pain again.
Gogodf is no longer one with nature.
Talent Throw Bomb is ready to use.
Elven blood mage's Blood Grasp drains life from gogodf!
Something receives 116 healing from gogodf.
Elven blood mage's Blood Grasp hits gogodf for 232 blight damage.
gogodf the level 24 cornac alchemist was poxed to death by an elven blood mage on level 2 of Dark crypt.
You have 2 life(s) left.
Gogodf stops regenerating health quickly.
Gogodf deactivates Chant of Fortitude.
Gogodf speeds up.
Gogodf deactivates Living Lightning.
Gogodf deactivates Lightning Infusion.
Gogodf deactivates Defensive Posture.
Gogodf deactivates Ice Core.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
