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:
Items Vault 1.3.0Donators/Buyers bonus! Everything is Unique! 1.3.1Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Halfling |
| Class | Bulwark |
| Level / Exp | 58 / 58% |
| Size | small |
| Lifes / Deaths | Killed by Xanogatira the giant eel at level 53 on the 74th Dusk 122nd year of Ascendancy at 17:20 5 / 2Killed by Emamira the rogue at level 58 on the 77th Dusk 122nd year of Ascendancy at 03:48 |
Primary Stats
| Strength | 79 (base 65) |
| Dexterity | 79 (base 65) |
| Constitution | 66 (base 60) |
| Magic | 26 (base 10) |
| Willpower | 33 (base 10) |
| Cunning | 40 (base 29) |
Resources
| Life | 144/1899 |
| Stamina | 281/294 |
| Healing Factor | 1.1 |
| Regeneration | 10.414301674134 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 5 |
| See Stealth | 8 |
| See Invisible | 8 |
Offense: Mainhand
| Damage | 95 |
| Accuracy | 65 |
| Crit Chance | 20% |
| APR | 5 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 41.166666666667 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 40.533333333333 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 77.261435882141 (86.818181818182%) |
| Defense | 54.28956400421 |
| Ranged Defense | 60.217173003157 |
| Fatigue | 22 |
| Physical Save | 66.03125 |
| Spell Save | 48.675 |
| Mental Save | 47.975 |
Defense: Resistances
| All | + 15%( 70%) |
Defense: Immunities
| Pinning Resistance | 31% |
| Silence Resistance | 10% |
| Confusion Resistance | 13% |
| Knockback Resistance | 85% |
| Stun Resistance | 57% |
| Instadeath Resistance | 100% |
| Blind Resistance | 25% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 329 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 329 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 664% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Warcries | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Battle tactics | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Shield offense | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 4/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Daunting Presence |
| talent | Shield Wall |
| beneficial effect | Increases physical power, physical save, spellpower, spell save, mindpower, and mental save by 22. Militant Mind |
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 injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Willpower by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Strength by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 |
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. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * You've found the needed hummerhorn wing. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' 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 sandworm tooth. * 'Needed: one honey tree root. Keep a firm grip on it. These things will dig themselves right back into the ground if you drop them.' * You've found the needed bear paw. | 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 within17 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Polokira (0 def, 3 armour) Polokira (0 def, 3 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -8% Damage when hit (Melee): 4 physical Changes stats: +5 Con Changes resistances: +9% fire / +10% cold Physical save: +11 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Stamina each turn: +0.60 Maximum life: +79.00 Movement speed: +10% A pair of boots made of leather. |
| Light source | brass lantern 'Satyrsaw' brass lantern 'Satyrsaw'Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 40% Damage when hit (Melee): 4 nature / 13 fire Changes stats: +4 Mag Changes resistances: +6% nature / +6% fire Changes damage: +3% nature / +9% arcane Blindness immunity: +25% Confusion immunity: +13% Spellpower: +6 (+2 eff.) Light radius: +8 See stealth: +8 See invisible: +8 It can be used to activate talent Track, placing all other charms into a 36 cooldown : Effective talent level: 4.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 33 for 7 turns. The radius will increase with your Cunning. 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 | Ce'Nylrath (0 def, 3 armour) Ce'Nylrath (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +2 Armour: +3 Fatigue: +5% Changes stats: +5 Str Changes resistances: +6% lightning / +6% temporal / +7% fire / +7% cold Changes damage: +12% physical Critical mult.: +6.00% Healing mod.: +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Daystalker the iron gauntlets (0 def, 1 armour) Daystalker the iron gauntlets (0 def, 1 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * Slows global speed by 30% Damage (Melee): 7 blight / 7 darkness Damage when hit (Melee): 16 light Changes resistances: +6% blight / +6% darkness / +6% light Changes resistances penetration: +10% nature Changes damage: +4% blight / +4% darkness Life regen: +1.40 Stamina each turn: +0.60 Maximum stamina: +15.00 Light radius: +1 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | iron pickaxe 'Hathular' (dig speed 20 turns) iron pickaxe 'Hathular' (dig speed 20 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour: +3 Defense: +5 (+2 eff.) Changes stats: +1 Str / +4 Dex / +2 Mag Changes resistances: +6% physical Physical save: +3 (+1 eff.) Stamina each turn: +0.20 Only die when reaching: -60.00 life Maximum mana: +25.00 Spell crit. chance: +5% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Relgadas RelgadasInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: -5% Changes stats: +1 Dex / +4 Wil Changes resistances: +6% lightning / +3% temporal / +22% nature / +3% darkness Changes damage: +11% nature Maximum encumbrance: +23 Physical save: +12 (+3 eff.) Mental save: +8 (+3 eff.) Silence immunity: +10% Rings can have magical properties. |
| On fingers | pixie's steel ring of misery pixie's steel ring of miseryPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 11% chance to cause random gloom Damage (Melee): 11 bleed Effects on ranged hit: * 13% chance to cause random gloom Damage (Ranged): 11 bleed Changes stats: +8 Cun / +4 Mag Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 Spellpower: +9 (+3 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 5.2 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 171% weapon damage. If the attack hits, the target will bleed for 322% weapon damage over 7 turns, and all healing will be reduced by 51%. Rings can have magical properties. |
| Around neck | Elyrin the Sunfiend Elyrin the SunfiendInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +9 Str / +6 Dex / +6 Wil Changes resistances: +6% light / +21% temporal Changes resistances penetration: +15% blight Changes damage: +9% blight / +15% light Physical save: +12 (+3 eff.) Spell save: +22 (+7 eff.) Mental save: +17 (+6 eff.) Pinning immunity: +31% Knockback immunity: +28% Amulets can have magical properties. |
| In main hand | Corpsebender the steel waraxe (15-21 power, 3 apr) Corpsebender the steel waraxe (15-21 power, 3 apr)Requires: - Strength 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 2 Base power: 15.0 - 21.0 Uses stat: 100% Str Damage type: Blight Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +26 insidious poison / +8 mind / +32 nature Burst (radius 2) on crit: +4 nature When wielded/worn: Damage when hit (Melee): 4 blight Changes resistances penetration: +5% nature Changes damage: +3% blight 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. |
| Around waist | Amidur AmidurPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Armour: +6 Defense: +6 (+2 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn Damage when hit (Melee): 8 temporal Changes stats: +4 Mag / +3 Wil Changes resistances: +9% temporal Changes damage: +6% temporal Physical save: +12 (+3 eff.) Spell crit. chance: +4% Infravision radius: +1 A belt that goes around your waist. |
| In off hand | warded voratun shield of crushing (12 def, 3 armour, 79-94.8 power, 200.5 block) warded voratun shield of crushing (12 def, 3 armour, 79-94.8 power, 200.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 79.0 - 94.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +200 On weapon hit: * reduce the cooldown of your ward talent by 1 On weapon crit: * smash the target with your shield crippling them When wielded/worn: Physical crit. chance: +5.0% Physical power: +7 (+2 eff.) Armour: +3 Defense: +12 (+4 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Maximum wards: +3 lightning / +5 temporal / +6 blight / +5 fire / +4 cold Talents granted: +1 Ward +5 Block Handheld deflection devices. |
| Cloak | Lightgasher (1 def, 0 armour) Lightgasher (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 8 light Changes stats: +2 Mag / +2 Wil Changes resistances: +12% temporal / +14% darkness / +3% light Changes resistances penetration: +10% arcane / +5% light Changes damage: +3% arcane Defense after a teleport: +12 Resist all after a teleport: +11% New effects duration reduction after a teleport: +12% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 9 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Chargepython the dwarven-steel mail armour (3 def, 8 armour) Chargepython the dwarven-steel mail armour (3 def, 8 armour)Requires: - Strength 28 - Talent Armour Training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +16% Effects on melee hit: * 30% chance to daze * 10% chance to disease Damage when hit (Melee): 4 blight / 12 light / 4 lightning Changes stats: +6 Wil Changes resistances: +32% blight / +30% darkness / +6% lightning Changes resistances penetration: +10% blight Changes damage: +18% blight Life regen: +4.40 Stamina each turn: +1.20 Light radius: +2 A suit of armour made of mail. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and poison effect. 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 duelist (heal 332 over 5 turns) regeneration infusion of the duelist (heal 332 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: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 332 life over 5 turns. 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 sneak (heal 377 over 5 turns) regeneration infusion of the sneak (heal 377 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: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 377 life over 5 turns. Its effects scale with your Cunning 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. |
The Black Core The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Ulferegontir the copper amulet Ulferegontir the copper amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 12 blight Changes stats: +2 Con Changes resistances: +12% mind Changes resistances penetration: +15% blight / +15% temporal Changes damage: +3% blight / +12% temporal Physical save: +11 (+3 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+4 eff.) Confusion immunity: +23% Amulets 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: +6 (+2 eff.) Changes stats: +3 Dex Rings can have magical properties. |
Isseldil the Lightningfear (2 def, 1 armour) Isseldil the Lightningfear (2 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +1% Effects on melee hit: * 15% chance to daze Damage when hit (Melee): 12 fire Changes resistances: +24% lightning / +7% temporal / +12% fire / +6% cold Changes resistances penetration: +5% lightning Changes damage: +6% lightning / +3% fire A pair of boots made of leather. |
miner's pair of iron boots (0 def, 8 armour) miner's pair of iron boots (0 def, 8 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +8 Fatigue: +2% 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. |
Shimmerquick the iron helm (0 def, 3 armour) Shimmerquick the iron helm (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 4 arcane / 4 lightning Changes stats: +3 Con Changes resistances: +10% lightning / +6% temporal / +5% arcane Changes resistances penetration: +10% arcane A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Xanolrakira the linen wizard hat (1 def, 0 armour) Xanolrakira the linen wizard hat (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Physical power: +2 (+0 eff.) Defense: +1 (+0 eff.) Changes stats: +3 Cun Changes resistances: +4% lightning / +4% temporal / +4% light / +4% fire / +4% nature / +4% acid / +4% blight / +4% cold / +4% darkness Changes resistances penetration: +25% acid / +5% physical Changes damage: +9% physical Mental save: +7 (+2 eff.) Stamina each turn: +0.20 Psi each turn: +0.13 Mindpower: +3 (+1 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
iron helm 'Cyryldamira' (0 def, 3 armour) iron helm 'Cyryldamira' (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +6% acid / +6% fire / +7% cold / +5% arcane / +6% lightning Physical save: +10 (+2 eff.) Spell save: +3 (+1 eff.) Disarm immunity: +10% Stun/Freeze immunity: +5% Knockback immunity: +15% Teleport immunity: +5% Stamina when hit: +0.80 Equilibrium when hit: +1.20 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat 'Chargejam' (1 def, 0 armour) linen wizard hat 'Chargejam' (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +7 Mag / +6 Wil / +2 Cun / +2 Con Changes resistances penetration: +5% lightning Changes damage: +7% arcane Grants telepathy: Demon/Minor Humanoid/Orc Demon/Major Spellpower: +4 (+1 eff.) Light radius: +1 Infravision radius: +5 See stealth: +7 See invisible: +6 It can be used to activate talent Circle of Warding, placing all other charms into a 36 cooldown : Effective talent level: 3.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 36%, and attempts to push all creatures other then yourself out of its radius, inflicting 8.38 light damage and 7.57 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block) Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 18.0 - 25.2 Uses stat: 140% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+3 eff.) Fatigue: +12% Changes resistances: +15% cold / +10% fire Talent granted: +2 Block Maximum air capacity: +20.00 Special effect on block: Chance that a blast of icy cold water will spray at the target. A chunk of jagged coral, dredged from the ocean. |
Lisuma the dwarven-steel shield (8 def, 2 armour, 37.5-45 power, 70 block) Lisuma the dwarven-steel shield (8 def, 2 armour, 37.5-45 power, 70 block)Requires: - Strength 24 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 37.5 - 45.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +70 On weapon hit: * 20% chance to disease On weapon crit: * smash the target with your shield crippling them Damage (Melee): +14 lightning Burst (radius 1) on hit: +4 blight / +16 mind When wielded/worn: Physical crit. chance: +5.0% Physical power: +7 (+2 eff.) Armour: +2 Defense: +8 (+3 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Effects when hit in melee: * 12% chance to daze Changes stats: +2 Dex Changes resistances: +13% lightning / +22% fire Changes resistances penetration: +5% blight / +15% mind Changes damage: +6% blight Talent granted: +3 Block Handheld deflection devices. |
Wrathroot's Barkwood (9 def, 10 armour, 25-35 power, 60 block) Wrathroot's Barkwood (9 def, 10 armour, 25-35 power, 60 block)Requires: - Strength 25 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 25.0 - 35.0 Uses stat: 150% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.0% Block value: +60 When wielded/worn: Armour: +10 Defense: +9 (+3 eff.) Fatigue: +14% Changes resistances: +20% cold / +20% darkness / +20% nature Talent granted: +3 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
flaming iron shield of physical resistance (+10%) (4 def, 2 armour, 7.5-9 power, 22 block) flaming iron shield of physical resistance (+10%) (4 def, 2 armour, 7.5-9 power, 22 block)Requires: - Strength 11 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 7.5 - 9.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +22 Burst (radius 1) on hit: +11 fire When wielded/worn: Armour: +2 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Damage (Melee): 6 fire Damage when hit (Melee): 11 fire Changes resistances: +10% physical Talent granted: +1 Block Handheld deflection devices. |
reinforced iron shield of cold resistance (+15%) (4 def, 7 armour, 10-12 power, 42.5 block) reinforced iron shield of cold resistance (+15%) (4 def, 7 armour, 10-12 power, 42.5 block)Requires: - Strength 11 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 10.0 - 12.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +42 When wielded/worn: Armour: +7 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Changes resistances: +15% cold Talent granted: +1 Block Handheld deflection devices. |
7 agate 7 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. |
414 alchemist agate 414 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
4 aquamarine 4 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
miner's iron pickaxe (dig speed 28 turns) miner's iron pickaxe (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
7 spinel 7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 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. |
Planar Beacon Planar BeaconPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 23 power out of 25/25) : Effective talent level: 2.0 Power cost: 23 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 93.44 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 93.44 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Summertide Phial Summertide PhialInfused 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 (88 power, based on Willpower), costing 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: 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. |
scorching brass lantern scorching brass lanternPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 11 fire Changes resistances: +5% fire 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. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 27 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2) Rod of Recall (2/2)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 180 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. |
iron torque of kinetic psionic shield 'Bethilaith' [power 25] (18 cooldown) iron torque of kinetic psionic shield 'Bethilaith' [power 25] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Effects on melee hit: * 30 arcane resource burn Changes resistances: +3% light / +3% lightning Changes resistances penetration: +15% physical Talent cooldown: Silence (+5 turn) Talent granted: +1 Silence Reduces incoming crit damage: 5.00% It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 25 for 7 turns, putting all charms on cooldown for 18 turns. When used: 100% chance to regenerate 2 hate. Torques are made by powerful psionics to store psionic powers. |
8 ametrine 8 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. |
5 citrine 5 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. |
12 zircon 12 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
Curse Lifter (Uniques)
Killed Ben Cruthdar the Cursed.By Marhorora the Halfling Bulwark level 24
51st Dusk 122nd year of Ascendancy at 05:31 see stats
Fear me not! (Uniques)
Survived the Fearscape!By Marhorora the Halfling Bulwark level 22
18th Dusk 122nd year of Ascendancy at 02:38 see stats
Level 10 (Uniques)
Got a character to level 10.By Marhorora the Halfling Bulwark level 10
78th Pyre 122nd year of Ascendancy at 16:54 see stats
Level 20 (Uniques)
Got a character to level 20.By Marhorora the Halfling Bulwark level 20
17th Dusk 122nd year of Ascendancy at 19:07 see stats
Level 30 (Uniques)
Got a character to level 30.By Marhorora the Halfling Bulwark level 30
71st Dusk 122nd year of Ascendancy at 00:16 see stats
Level 40 (Uniques)
Got a character to level 40.By Marhorora the Halfling Bulwark level 40
72nd Dusk 122nd year of Ascendancy at 04:12 see stats
Level 50 (Uniques)
Got a character to level 50.By Marhorora the Halfling Bulwark level 50
73rd Dusk 122nd year of Ascendancy at 08:58 see stats
Rescuer of the lost (Uniques)
Rescued the merchant from the assassin lord.By Marhorora the Halfling Bulwark level 24
18th Dusk 122nd year of Ascendancy at 06:33 see stats
Size matters (Uniques)
Did over 600 damage in one attack.By Marhorora the Halfling Bulwark level 30
71st Dusk 122nd year of Ascendancy at 00:44 see stats
The Arena (Uniques)
Unlocked Arena mode.By Marhorora the Halfling Bulwark level 10
78th Pyre 122nd year of Ascendancy at 17:29 see stats
The secret city (Uniques)
Discovered the truth about mages.By Marhorora the Halfling Bulwark level 19
8th Dusk 122nd year of Ascendancy at 20:58 see stats
Treasure Hunter (Uniques)
Amassed 1000 gold pieces.By Marhorora the Halfling Bulwark level 19
4th Dusk 122nd year of Ascendancy at 19:46 see stats
Log
Marhorora uses Block.
Marhorora evades War hound.
Isliwe the dream seed casts Channel Staff.
Emamira the rogue is free from the illness.
Emamira the rogue uses Block.
Ritch flamespitter spits flames!
Ritch flamespitter's mind surges with critical power!
Marhorora is recovering from the damage!
Isliwe the dream seed is not intimidated!
Emamira the rogue shrugs off the effect 'Intimidated'!
Ritch flamespitter hits Marhorora for 297 fire damage.
Bleeding from Marhorora hits Emamira the rogue for 2 physical damage.
Insidious Poison from Marhorora hits Emamira the rogue for 2 nature damage.
Marhorora is no longer distorted.
Marhorora receives 75 healing.
Isliwe the dream seed's Body of Fire hits Marhorora for 64 fire damage.
Isliwe the dream seed's caustic mire area effect hits Marhorora for 59 acid damage.
Isliwe the dream seed is not intimidated!
Emamira the rogue shrugs off the effect 'Intimidated'!
War hound hits Marhorora for (200 blocked), 99 physical (99 total damage).
Marhorora hits War hound for 4 lightning, 8 temporal, 41 light, 13 fire, 5 nature, 4 physical, 7 blight (82 total damage).
Isliwe the dream seed casts Dissolving Acid.
Isliwe the dream seed is not intimidated!
Marhorora has finished recovering.
Marhorora is no longer evading attacks.
Isliwe the dream seed hits Marhorora for 376 acid damage.
Marhorora deactivates Daunting Presence.
Marhorora deactivates Shield Wall.
