Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official 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 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Thalore |
Class | Mindslayer |
Level / Exp | 23 / 21% |
Size | medium |
Lifes / Deaths | Killed by Glorawe the grizzly bear at level 19 on the 28th Dusk 122nd year of Ascendancy at 03:03 1 / 4Killed by Ematira the brown bear at level 20 on the 29th Dusk 122nd year of Ascendancy at 12:29 Killed by Minotaur of the Labyrinth at level 22 on the 49th Dusk 122nd year of Ascendancy at 06:21 Killed by Stormtrooper at level 22 on the 49th Dusk 122nd year of Ascendancy at 07:52 |
Primary Stats
Strength | 29 (base 11) |
Dexterity | 25 (base 10) |
Constitution | 29 (base 10) |
Magic | 8 (base 10) |
Willpower | 81 (base 51) |
Cunning | 59 (base 46) |
Resources
Life | 486/486 |
Equilibrium | 18 |
Psi | 211/211 |
Healing Factor | 1.3524687383468 |
Regeneration | 3.0430546612802 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +42.7836465099% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 5 |
See Stealth | 36.114050962765 |
See Invisible | 36.114050962765 |
Offense: Mainhand
Damage | 63 |
Accuracy | 43 |
Crit Chance | 27% |
APR | 30 |
Speed | 1.00 |
Offense: Offhand
Damage | 63 |
Accuracy | 43 |
Crit Chance | 29% |
APR | 22 |
Speed | 1.00 |
Offense: Spell
Spellpower | 8 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 61 |
Crit Chance | 25% |
Speed | 1 |
Offense: Damage Bonus
Cold | +25% |
Light | +22% |
Nature | +11% |
Blight | +19% |
Physical | +6% |
Mind | +9% |
All | 0% |
Offense: Damage Penetration
Lightning | +10% |
Fire | +10% |
Nature | +5% |
Cold | +20% |
Physical | +13% |
Mind | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 45.5 (43.579428603723%) |
Defense | 27 |
Ranged Defense | 27 |
Fatigue | 28 |
Physical Save | 27 |
Spell Save | 28 |
Mental Save | 40 |
Defense: Resistances
Nature | + 30%( 70%) |
Darkness | + 25%( 70%) |
Light | + 51%( 70%) |
Cold | + 24%( 70%) |
Blight | + 23%( 70%) |
Arcane | + 10%( 70%) |
Fire | + 8%( 70%) |
All | + 5%( 70%) |
Defense: Immunities
Disarm Resistance | 27% |
Bleed Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 0% |
Poison Resistance | 60% |
Blind Resistance | 23% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 475% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 109 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 98 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
Psionic / Absorption | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Psionic / Kinetic mastery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Projection | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Psionic / Augmented striking | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Psionic / Voracity | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Psionic / Focus | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Psi-fighting | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Psionic / Augmented mobility | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Effects
talent | Beyond the Flesh |
talent | Augmentation |
talent | Kinetic Aura |
talent | Skate |
talent | Charged Aura |
talent | Psiblades |
talent | Charged Shield |
talent | Kinetic Shield |
Quests
You have found a clue on the strange soldier about more like him all over. A Great DisturbanceOne of them keeps a special prisoner it says. | active |
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 defiler from death by Belunn the giant carpenter ant. Escort: lost defiler (level 1 of Old Forest) | failed |
You successfully escorted the lost tinker to the recall portal on level 2 of Old Forest. Escort: lost tinker (level 2 of Old Forest)As a reward you improved talent Last Engineer Standing (+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 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 |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Dreaming One. | 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 |
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 |
Equipment
Psionic focus | warbringer's dwarven-steel greatsword of crippling (155% power, 2 apr) warbringer's dwarven-steel greatsword of crippling (155% power, 2 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 155% Range: 1.6x Uses stat: 129% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +7.0% Physical power: +10 (+4 eff.) Changes stats: +6 Con Changes resistances penetration: +13% physical Disarm immunity: +27% Massive two-handed swords. |
On hands | Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) When used to modify unarmed attacks: Power: 113% Range: 1.1x Uses stats: 43% Wil, 83% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Slime Spit (35% chance level 1). These gloves are coated with a thick, green liquid. |
Light source | Hazetrial HazetrialPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical power: +20 (+7 eff.) Defense: +10 (+5 eff.) Damage when hit (Melee): 12 fire Changes resistances: +6% fire Changes resistances penetration: +10% cold Changes damage: +6% physical Only die when reaching: -60.00 life Light radius: +3 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 | Sparkwitch (0 def, 3 armour) Sparkwitch (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 2 lightning Changes stats: +3 Dex Changes resistances: +3% light Changes resistances penetration: +5% mind Maximum psi: +30.00 Mindpower: +20 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On feet | Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Tool | Camolathandil [power 200] (15 cooldown) Camolathandil [power 200] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Armour: +4 Changes stats: +1 Cun Changes damage: +9% mind Poison immunity: +20% Maximum psi: +40.00 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 40 lightning damage and will be dazed for 1 turn (200 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 15% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | steel ring 'Windqueen' steel ring 'Windqueen'Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +10% blight / +22% light / +6% nature Changes resistances penetration: +5% nature / +5% fire Changes damage: +10% blight / +11% light / +6% nature Mental save: +6 (+2 eff.) Rings make your fingers look great! |
On fingers | Cyrovea CyroveaPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +5 Wil Changes resistances: +22% light Changes damage: +11% light Equilibrium when hit: +0.24 Maximum hate: +2.00 Maximum psi: +10.00 Rings make your fingers look great! |
Around neck | copper amulet 'Getegorath' copper amulet 'Getegorath'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +4 Wil Changes resistances: +13% light / +12% darkness / +5% arcane Blindness immunity: +23% Poison immunity: +20% Cut immunity: +20% Only die when reaching: -20.00 life Maximum life: +20.00 Amulets make your neck look great! |
In main hand | Eye of Winter (94% power, 26 apr, cold damage) Eye of Winter (94% power, 26 apr, cold damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Power: 95% Range: 1.1x Uses stats: 79% Wil, 47% Cun Damage type: Cold Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +26 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +10 Changes resistances: -10% fire Changes resistances penetration: +10% cold Changes damage: +10% cold Mindpower: +13 (+4 eff.) Mental crit. chance: +4% Talent on hit(mindpower): Winter's Fury (10% chance level 2). This mindstar glows with a dim cool light, but seems somehow incomplete. |
Around waist | hardened leather belt 'Airobsidian' hardened leather belt 'Airobsidian'Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +10 Changes stats: +4 Wil / +4 Con Changes resistances: +6% blight Changes resistances penetration: +10% lightning Light radius: +3 It can be used to create a temporary shield that absorbs 290 damage Activation puts all charms on cooldown for 30 turns. A belt that goes around your waist. |
In off hand | Bloomsoul (94% power, 19 apr, nature damage) Bloomsoul (94% power, 19 apr, nature damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Power: 95% Range: 1.1x Uses stats: 79% Wil, 47% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +19 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Talent mastery: +0.30 Wild-gift / Fungus Life regen: +2.00 Mindpower: +13 (+4 eff.) Mental crit. chance: +4% Healing mod.: +20% Activating this item is instant. It can be used to activate talent Bloom Heal (costing 40 power out of 40/40) : Effective talent level: 1.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 48 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
Cloak | linen cloak 'Magmawitch' (11 def, 0 armour) linen cloak 'Magmawitch' (11 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +11 (+5 eff.) Changes stats: +2 Str / +1 Dex / +2 Con Changes resistances penetration: +5% fire Hate when firing a critical mind attack: +1.00 Maximum hate: +4.00 Maximum psi: +20.00 Mental crit. chance: +1% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Gykira (2 def, 6 armour) Gykira (2 def, 6 armour)Requires: - Heavy armour training - Strength 20 Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +19% Damage when hit (Melee): 10 blight Changes stats: +5 Wil / +2 Cun / +6 Con Changes resistances: +7% fire / -12% light / +9% darkness Changes damage: +9% blight Physical save: +7 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +5 (+1 eff.) Psi when hit: +0.08 A suit of armour made of mail. |
Inventory
This item will automatically be transmogrified when you leave the level. healing infusion (heal 64; cd 10)healing infusion (heal 64; cd 10) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 64 then cleanse 1 wound, poison, and disease 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 nature talent. |
wild infusion of the duelist (res 21%; mental; dur 3; cd 11) wild infusion of the duelist (res 21%; mental; dur 3; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 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 effect and reduce all damage taken by 21% for 3 turns. Also removes cross-tier effects of the affected types for free. 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 nature talent. |
Arthurab ArthurabInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Physical crit. chance: +1.0% Changes stats: +2 Dex Changes resistances: +6% acid Critical mult.: +10.00% Amulets make your neck look great! |
insulating steel amulet of mastery (0.13 Psionic / Finer energy manipulations) insulating steel amulet of mastery (0.13 Psionic / Finer energy manipulations)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +13% fire / +13% cold Talent mastery: +0.13 Psionic / Finer energy manipulations Amulets make your neck look great! |
starlit copper amulet of mastery (0.10 Psionic / Thermal mastery) starlit copper amulet of mastery (0.10 Psionic / Thermal mastery)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% light / +12% darkness Talent mastery: +0.10 Psionic / Thermal mastery Blindness immunity: +20% Amulets make your neck look great! |
psionicist's copper ring of arcana (+0.10/turn) psionicist's copper ring of arcana (+0.10/turn)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Mental save: +4 (+1 eff.) Silence immunity: +21% Mana each turn: +0.10 Rings make your fingers look great! |
Demonsweeper the iron battleaxe (129% power, 1 apr) Demonsweeper the iron battleaxe (129% power, 1 apr)Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Power: 129% Range: 1.5x Uses stat: 129% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +9 nature Damage (radius 1) on hit: +4 darkness When wielded/worn: Changes stats: +1 Str / +3 Con Light radius: +2 Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. acidic dwarven-steel battleaxe of massacre (162% power, 2 apr)acidic dwarven-steel battleaxe of massacre (162% power, 2 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 163% Range: 1.5x Uses stat: 129% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Massive two-handed battleaxes. |
Bill's Tree Trunk (148% power, 7 apr) Bill's Tree Trunk (148% power, 7 apr)Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Power: 149% Range: 1.7x Uses stat: 140% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: It can be used to activate talent Shattering Blow (costing 20 power out of 20/20) : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 36% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
Zubabeth the Ebonystun (142% power, 1 apr) Zubabeth the Ebonystun (142% power, 1 apr)Requires: - Strength 11 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Power: 142% Range: 1.5x Uses stat: 129% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 29% Changes stats: +1 Dex Changes damage: +3% darkness Light radius: +3 Massive two-handed mauls. |
Colaryem (169% power, 12 apr) Colaryem (169% power, 12 apr)Requires: - Strength 10 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 169% Range: 1.6x Uses stat: 140% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +11.0% Attack speed: 50% When wielded/worn: Fatigue: -12% Changes stats: +7 Dex Changes resistances: +7% lightning Changes damage: +7% lightning Maximum encumbrance: +50 Movement speed: +10% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
Freezespike (132% power, 1 apr) Freezespike (132% power, 1 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 133% Range: 1.6x Uses stat: 129% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 10% chance to gain 10% of a turn (3/turn limit) When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +7 Damage when hit (Melee): 2 cold Changes resistances: +6% cold / +6% temporal Changes resistances penetration: +9% all Changes damage: +6% light / +3% cold Massive two-handed swords. |
iron greatsword (125% power, 1 apr) iron greatsword (125% power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 126% Range: 1.6x Uses stat: 129% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. Blazebright the steel mace (132% power, 3 apr)Blazebright the steel mace (132% power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Power: 133% Range: 1.4x Uses stat: 108% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 2 temporal / 10 cold Changes resistances penetration: +10% light / +25% temporal Changes damage: +15% light Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. mighty hardened leather sling of lightningmighty hardened leather sling of lightning Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 Damage (Ranged): +10 lightning When wielded/worn: Physical power: +5 (+2 eff.) Changes stats: +3 Str Changes damage: +14% lightning Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. surging ash starstaff of breaching (127% power, 3 apr, physical element)surging ash starstaff of breaching (127% power, 3 apr, physical element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 127% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances penetration: +8% physical Changes damage: +15% physical Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +6 (+6 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. dwarven-steel waraxe of projection (135% power, 4 apr)dwarven-steel waraxe of projection (135% power, 4 apr) Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 135% Range: 1.4x Uses stat: 108% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) One-handed war axes. |
This item will automatically be transmogrified when you leave the level. warbringer's dwarven-steel waraxe (135% power, 4 apr)warbringer's dwarven-steel waraxe (135% power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 135% Range: 1.4x Uses stat: 108% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical power: +8 (+3 eff.) Changes stats: +2 Con Changes resistances penetration: +6% physical Disarm immunity: +22% One-handed war axes. |
Beluvon the rough leather belt Beluvon the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes stats: +5 Dex Physical save: +3 (+1 eff.) Life regen: +0.70 Maximum stamina: +10.00 Healing mod.: +11% A belt that goes around your waist. |
Betulrawen the rough leather belt Betulrawen the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes resistances: +3% lightning / +3% physical / +3% light Disease immunity: +10% Only die when reaching: -20.00 life Maximum life: +35.00 A belt that goes around your waist. |
Bithad the pair of rough leather boots (0 def, 1 armour) Bithad the pair of rough leather boots (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +6 Cun / +6 Wil Physical save: +6 (+3 eff.) Spell save: +12 (+6 eff.) Mental save: +6 (+2 eff.) Mana each turn: +0.04 Spellpower on spell critical (stacks up to 3 times): +2 A pair of boots made of leather. |
pair of rough leather boots 'Shiverglean' (0 def, 3 armour) pair of rough leather boots 'Shiverglean' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Changes stats: +5 Cun Changes resistances: +6% cold Equilibrium when hit: +0.12 Psi when hit: +0.12 Maximum hate: +2.00 Infravision radius: +1 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. Snow Giant Wraps (0 def, 2 armour)Snow Giant Wraps (0 def, 2 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 When used to modify unarmed attacks: Power: 131% Range: 1.1x Uses stats: 43% Wil, 83% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Call Lightning (25% chance level 5). Damage (Melee): +10 lightning / +10 cold It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 102.98 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Isumira the rough leather cap (0 def, 11 armour) Isumira the rough leather cap (0 def, 11 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +1 Armour: +11 Fatigue: +1% Changes stats: +1 Dex / +3 Wil / +3 Cun Changes resistances: +6% mind Changes damage: +6% physical Physical save: +3 (+1 eff.) Mindpower: +4 (+1 eff.) A cap made of leather. |
This item will automatically be transmogrified when you leave the level. Steel Helm of Garkul (0 def, 6 armour)Steel Helm of Garkul (0 def, 6 armour) Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+6 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+4 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
This item will automatically be transmogrified when you leave the level. rejuvenating hardened leather armour (9 def, 6 armour)rejuvenating hardened leather armour (9 def, 6 armour) Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+4 eff.) Fatigue: +8% Life regen: +2.50 Stamina each turn: +0.80 A suit of armour made of leather. |
Floegrinder (0 def, 9 armour) Floegrinder (0 def, 9 armour)Requires: - Massive armour training - Strength 22 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +9 Fatigue: +22% Changes stats: +6 Str / +3 Wil / +2 Cun / +3 Con Changes resistances: +6% acid / +6% cold Changes resistances penetration: +10% cold Changes damage: +6% cold Allows you to breathe in: water See invisible: +9 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. Samezilabar the steel shield (0 def, 4 armour, 131% power, 37.5 block)Samezilabar the steel shield (0 def, 4 armour, 131% power, 37.5 block) Requires: - Shield usage training - Strength 16 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Power: 131% Range: 1.2x Uses stat: 108% Wil Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +38 On weapon hit: * reduce the cooldown of your ward talent by 1 Damage (Melee): +8 mind When wielded/worn: Armour: +4 Fatigue: +8% Damage when hit (Melee): 8 temporal Maximum wards: +5 lightning / +4 temporal / +5 darkness / +4 fire / +5 nature / +4 blight / +4 cold / +4 arcane / +5 light Changes damage: +21% temporal Talents granted: +1 Ward +1 Block Mental save: +6 (+2 eff.) Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. shocking dwarven-steel shield of fire resistance (+17%) (0 def, 6 armour, 144% power, 82.5 block)shocking dwarven-steel shield of fire resistance (+17%) (0 def, 6 armour, 144% power, 82.5 block) Requires: - Shield usage training - Strength 24 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 144% Range: 1.2x Uses stat: 108% Wil Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +82 When wielded/worn: Armour: +6 Fatigue: +8% Damage (Melee): 9 lightning Damage when hit (Melee): 9 lightning Changes resistances: +17% fire Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. Shadowveil the quiver of yew arrows (14/14, 154% power, 10 apr)Shadowveil the quiver of yew arrows (14/14, 154% power, 10 apr) Requires: - Dexterity 24 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 154% Range: 1.4x Uses stats: 54% Wil, 75% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +2.0% Capacity: 14 On weapon hit: * 20% chance to reduce damage dealt by 29% * 20% chance to reduce all saves and defense by 35 Damage (Ranged): +16 darkness / +15 nature / +20 mind Damage (radius 1) on hit: +12 mind Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. quiver of yew arrows of grasping (21/21, 151% power, 10 apr)quiver of yew arrows of grasping (21/21, 151% power, 10 apr) Requires: - Dexterity 24 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 152% Range: 1.4x Uses stats: 54% Wil, 75% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +2.0% Capacity: 21 On weapon hit: * 20% chance to create vines that bind the target to the ground dealing 238 nature damage and pinning them for 3 turns Arrows are used with bows to pierce your foes to death. |
6 agate 6 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. |
187 alchemist agate 187 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. |
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 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe (dig speed 36 turns) iron pickaxe (dig speed 36 turns)3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 spinel 3 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 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(135 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
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 (+3 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 14 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 20% 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. |
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 Activation costs 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) Activation costs 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. |
Eclipseoracle the iron torque of psionic shield [power 27] (25 cooldown) Eclipseoracle the iron torque of psionic shield [power 27] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes resistances: +6% nature Changes resistances penetration: +5% darkness / +15% acid It can be used to setup a psionic shield, reducing all damage taken by 27 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Reduce fatigue by 26% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
2 amethyst 2 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% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
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. |
4 citrine 4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon 6 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
By Emerero the Thalore Mindslayer level 10
7th Mirth 122nd year of Ascendancy at 00:26 see stats
By Emerero the Thalore Mindslayer level 20
29th Dusk 122nd year of Ascendancy at 06:19 see stats
By Emerero the Thalore Mindslayer level 8
5th Mirth 122nd year of Ascendancy at 01:16 see stats
By Emerero the Thalore Mindslayer level 21
34th Dusk 122nd year of Ascendancy at 17:47 see stats
By Emerero the Thalore Mindslayer level 16
8th Flare 122nd year of Ascendancy at 07:42 see stats
Log
The psionic shield around Emerero crumbles.
Talent Telekinetic Smash is ready to use.
Emerero regains balance.
Talent Kinetic Shield is ready to use.
Talent Gift of the Woods is ready to use.
Rested for 18 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Emerero picks up (o.): mighty hardened leather sling of lightning.
Ran for 2 turns (stop reason: interesting terrain).
Emerero activates Kinetic Shield.
Emerero deactivates Thermal Shield.
Emerero activates Charged Shield.
Resting starts...
Emerero regains balance.
Talent Thermal Shield is ready to use.
Rested for 10 turns (stop reason: all resources and life at maximum).
Connection to online server lost, trying to reconnect.
Connection to online server established.
Connection to online server lost, trying to reconnect.
Connection to online server established.
Connection to online server lost, trying to reconnect.
Connection to online server established.