Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Items Vault 1.3.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Cornac |
Class | Sun Paladin |
Level / Exp | 22 / 24% |
Size | medium |
Lifes / Deaths | Killed by orc pyromancer at level 1 on the 5th Dusk 122nd year of Ascendancy at 07:31 0 / 6Killed by elven tempest at level 6 on the 12nd Dusk 122nd year of Ascendancy at 22:31 Killed by snow giant thunderer at level 18 on the 19th Regrowth 123rd year of Ascendancy at 18:18 Killed by larson at level 22 on the 31st Regrowth 123rd year of Ascendancy at 15:16 Killed by Xerukira the vampire at level 22 on the 42nd Regrowth 123rd year of Ascendancy at 16:18 Killed by Xerukira the vampire at level 22 on the 42nd Regrowth 123rd year of Ascendancy at 19:47 |
Primary Stats
Strength | 46 (base 36) |
Dexterity | 12 (base 10) |
Constitution | 24 (base 27) |
Magic | 52 (base 45) |
Willpower | 33 (base 10) |
Cunning | 26 (base 10) |
Resources
Life | -3/653 |
Positive | 0/63 |
Stamina | 167/220 |
Equilibrium | 30 |
Healing Factor | 1 |
Regeneration | 12.25 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -50% |
Spell | 0% |
Global | +116.25% |
Vision
Sight | 10 |
Lite | 4 |
See Stealth | 6 |
See Invisible | 5 |
Offense: Mainhand
Damage | 61 |
Accuracy | 17 |
Crit Chance | 13% |
APR | 4 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 42.666666666667 |
Crit Chance | 11% |
Speed | 1 |
Offense: Mind
Mindpower | 27.75 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
All | +2% |
Defense: Base
Armour (hardiness) | 54.32 (99.180064308682%) |
Defense | 25.526203069367 |
Ranged Defense | 29.526203069367 |
Fatigue | 44 |
Physical Save | 51.929851910118 |
Spell Save | 46.013185243451 |
Mental Save | 42.216666666667 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (2/3)
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: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Class Talents
Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.50 |
| 4/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Celestial / Sun | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Technique / Shield offense | 1.10 |
| 2/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Guardian | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Generic Talents
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 2/5 |
| 3/5 |
| 4/5 |
| 2/5 |
Celestial / Chants | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.10 |
| 0/5 |
| 4/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Effects
talent | Weapon of Wrath |
talent | Weapon of Light |
talent | Chant of Fortitude |
talent | Elemental Harmony |
talent | Shield of Light |
detrimental effect | The target is on fire, taking 44.70 fire damage per turn. Burning |
detrimental effect | The target has recently suffered, and cannot do so again yet. Suffered |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
beneficial effect | Increases global speed by 16%. Elemental Harmony |
beneficial effect | The target purifies all diseases and poisons, turning them into healing effects. Waters of Life |
detrimental effect | The target is infected by a disease, reducing its constitution by 7 and doing 26.00 blight damage per turn. Rotting Disease |
beneficial effect | A flow of life spins around the target, regenerating 12.00 life per turn. Regeneration |
detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You failed to protect the lone alchemist from death by fire drake. Escort: lone alchemist (level 2 of Daikara) | failed |
You successfully escorted the lost anorithil to the recall portal on level 2 of Old Forest. Escort: lost anorithil (level 2 of Old Forest)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved Dexterity by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: temporal explorer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Foresight (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | done |
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 Wrathroot. * 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 fire dragon that dwelled there. | done |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 avoidance. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed giant spider spinneret. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * '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 red crystal shard. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' | 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 within8 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 | Emelemiwen (0 def, 3 armour) Emelemiwen (0 def, 3 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +1.0% Armour: +3 Fatigue: +3% Changes stats: +2 Str Changes resistances penetration: +5% physical Physical save: +7 (+2 eff.) Spell save: +7 (+2 eff.) Mental save: +8 (+3 eff.) Maximum hate: +2.00 A pair of boots made of leather. |
Light source | brass lantern of clarity brass lantern of clarityInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +5 (+2 eff.) Light radius: +2 See stealth: +6 See invisible: +5 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 | stabilizing iron helm of strength (+3) (0 def, 3 armour) stabilizing iron helm of strength (+3) (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Str Physical save: +11 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 38.91 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Tool | woodsman's iron pickaxe (dig speed 38 turns) woodsman's iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | conjurer's gold ring of blinding strikes conjurer's gold ring of blinding strikesPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 13% chance to blind Effects on ranged hit: * 14% chance to blind Changes stats: +6 Wil / +5 Mag Spellpower: +7 (+2 eff.) Rings can have magical properties. |
On fingers | Inertial Twine Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+4 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Around neck | Singewitch the copper amulet Singewitch the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 8 fire Changes stats: +3 Cun Changes resistances penetration: +5% nature Amulets can have magical properties. |
In main hand | Sootknight (28.5-39.9 power, 4 apr) Sootknight (28.5-39.9 power, 4 apr)Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 28.5 - 39.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc This weapon will act as a psionic focus. Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% On weapon hit: * 16% chance to cause random gloom Damage (Melee): +8 mind When wielded/worn: Effects on melee hit: * 30% chance to inflict damage reduction Changes stats: +3 Cun / +2 Wil Changes resistances: +9% darkness Changes damage: +3% darkness Blunt and deadly. |
Around waist | nightruned rough leather belt of the mystic nightruned rough leather belt of the mysticPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +7% light / +6% darkness Mental save: +6 (+2 eff.) Spellpower: +3 (+1 eff.) A belt that goes around your waist. |
In off hand | dwarven-steel shield of radiance (8 def, 2 armour, 28.5-34.2 power, 80.5 block) dwarven-steel shield of radiance (8 def, 2 armour, 28.5-34.2 power, 80.5 block)Requires: - Strength 24 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 28.5 - 34.2 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +80 Damage (Melee): +12 light When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +12% Effects when hit in melee: * 13% chance to blind Changes stats: +4 Con / +2 Mag Changes resistances: +12% light Talent granted: +3 Block Handheld deflection devices. |
Cloak | Wrap of Stone (0 def, 10 armour) Wrap of Stone (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.10 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+2 eff.) It can be used to activate talent Stone Wall (costing 60 power out of 3/60) : Effective talent level: 1.2 Power cost: 60 out of 3/60. Range: 7 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 5 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 93.83 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
Main armor | Sunpiercer the dwarven-steel plate armour (12 def, 17 armour) Sunpiercer the dwarven-steel plate armour (12 def, 17 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +17 Defense: +12 (+6 eff.) Fatigue: +24% Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 8 fire Changes stats: +8 Cun / +4 Wil Changes resistances: +21% fire Changes resistances penetration: +5% fire Mental save: +27 (+9 eff.) Light radius: +3 A suit of armour made of metal plates. |
Inventory
copper ring of power copper ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Spellpower: +6 (+2 eff.) Mindpower: +5 (+2 eff.) Rings can have magical properties. |
mule's steel ring of sensing mule's steel ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Maximum encumbrance: +24 Blindness immunity: +22% Infravision radius: +3 See stealth: +5 See invisible: +7 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. dwarven-steel dagger of daylight (18.5-24.05 power, 7 apr)dwarven-steel dagger of daylight (18.5-24.05 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 18.5 - 24.1 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Damage (Melee): +11 light Damage against: +4% Undead Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. flaming dwarven-steel dagger of projection (19-24.7 power, 7 apr)flaming dwarven-steel dagger of projection (19-24.7 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 19.0 - 24.7 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Damage (Melee): +4 mind Burst (radius 1) on hit: +4 fire 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. Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. plaguebringer's dwarven-steel dagger of crippling (21.5-27.95 power, 7 apr)plaguebringer's dwarven-steel dagger of crippling (21.5-27.95 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 21.5 - 27.9 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 3). On weapon hit: * 6% chance to disease On weapon crit: * cripple the target Damage (Melee): +7 blight When wielded/worn: Physical crit. chance: +8.0% Disease immunity: +12% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. quick dwarven-steel dagger of the mystic (15.5-20.15 power, 7 apr)quick dwarven-steel dagger of the mystic (15.5-20.15 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 15.5 - 20.2 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 111% When wielded/worn: Accuracy: +6 (+4 eff.) Changes stats: +2 Dex / +3 Mag / +3 Wil Spellpower: +8 (+3 eff.) Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. balanced dwarven-steel greatsword of massacre (46.5-74.4 power, 2 apr)balanced dwarven-steel greatsword of massacre (46.5-74.4 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. Base power: 46.5 - 74.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +7 (+4 eff.) Defense: +10 (+5 eff.) Disarm immunity: +38% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. dwarven-steel greatsword of amnesia (34-54.4 power, 2 apr)dwarven-steel greatsword of amnesia (34-54.4 power, 2 apr) Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 34.0 - 54.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: Massive two-handed swords. |
Coalnaught the steel mace (13.5-18.9 power, 3 apr) Coalnaught the steel mace (13.5-18.9 power, 3 apr)Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 13.5 - 18.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% Damage (Melee): +6 mind When wielded/worn: Damage when hit (Melee): 12 darkness Changes resistances penetration: +5% darkness 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. Blunt and deadly. |
Glitterkiss (20.5-28.7 power, 3 apr) Glitterkiss (20.5-28.7 power, 3 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 20.5 - 28.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 40% chance to blind When wielded/worn: Damage when hit (Melee): 4 light One-handed war axes. |
This item will automatically be transmogrified when you leave the level. Firewalker (8 def, 2 armour)Firewalker (8 def, 2 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Damage when hit (Melee): 18 fire Changes stats: +6 Cun / +6 Mag Changes resistances: -10% cold / +20% fire Changes resistances penetration: +20% fire Changes damage: +20% fire This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
This item will automatically be transmogrified when you leave the level. bladed dwarven-steel helm of knowledge (0 def, 4 armour)bladed dwarven-steel helm of knowledge (0 def, 4 armour) Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 6 physical Changes stats: +4 Str / +4 Wil / +3 Cun Mindpower: +4 (+2 eff.) It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 85.7 Physical damage. If the attack hits, the target is confused (27% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. enlightening hardened leather armour (3 def, 6 armour)enlightening hardened leather armour (3 def, 6 armour) Requires: - Strength 16 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+2 eff.) Fatigue: +8% Changes stats: +5 Cun / +6 Wil Mental save: +13 (+4 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. prismatic hardened leather armour of stability (3 def, 6 armour)prismatic hardened leather armour of stability (3 def, 6 armour) Requires: - Strength 16 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+2 eff.) Fatigue: +8% Changes resistances: +6% physical / +12% light / +12% darkness Physical save: +12 (+4 eff.) A suit of armour made of leather. |
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 Mastery: Stoneshield 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 (+4 eff.) Fatigue: +12% Changes resistances: +10% fire / +15% cold 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. |
acidic dwarven-steel shield of fire resistance (+15%) (8 def, 2 armour, 33.5-40.2 power, 78 block) acidic dwarven-steel shield of fire resistance (+15%) (8 def, 2 armour, 33.5-40.2 power, 78 block)Requires: - Strength 24 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 33.5 - 40.2 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +78 On weapon hit: * 14% chance to corrode armour When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +12% Damage (Melee): 7 acid Damage when hit (Melee): 21 acid Changes resistances: +15% fire Talent granted: +3 Block Handheld deflection devices. |
106 alchemist agate 106 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. |
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 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz 3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
Plumpkin PlumpkinPowered by unknown forces 15.00 Encumbrance. [Plot Item] Type: misc / plant ; tier 3 When carried: Changes damage: +2% all Damage against: +20% Immovable It can be used to become the plumpkin, costing 100 power out of 100/100. The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
Rod of Recall (1/1) 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 amethyst 5 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. |
Lightbringer's Wand Lightbringer's WandPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+5 eff.) Light radius: +2 It can be used to summon a shining orb, costing 35 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings within range 20, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Achievements
By larson the Cornac Sun Paladin level 19
21st Regrowth 123rd year of Ascendancy at 01:49 see stats
By larson the Cornac Sun Paladin level 22
30th Regrowth 123rd year of Ascendancy at 03:28 see stats
By larson the Cornac Sun Paladin level 13
24th Haze 122nd year of Ascendancy at 00:33 see stats
By larson the Cornac Sun Paladin level 19
20th Regrowth 123rd year of Ascendancy at 23:56 see stats
By larson the Cornac Sun Paladin level 19
21st Regrowth 123rd year of Ascendancy at 01:49 see stats
By larson the Cornac Sun Paladin level 10
24th Dusk 122nd year of Ascendancy at 10:11 see stats
By larson the Cornac Sun Paladin level 20
22nd Regrowth 123rd year of Ascendancy at 05:57 see stats
By larson the Cornac Sun Paladin level 3
11st Dusk 122nd year of Ascendancy at 17:11 see stats
By larson the Cornac Sun Paladin level 13
59th Dusk 122nd year of Ascendancy at 11:11 see stats
By larson the Cornac Sun Paladin level 7
20th Dusk 122nd year of Ascendancy at 23:25 see stats
By larson the Cornac Sun Paladin level 15
72nd Haze 122nd year of Ascendancy at 01:30 see stats
By larson the Cornac Sun Paladin level 17
1st Wintertide 123rd year of Ascendancy at 02:05 see stats
Log
Xerukira the vampire uses Stun.
Larson suffers!
Larson is stunned!
Xerukira the vampire leeches life from larson!
larson hits Xerukira the vampire for 2 healing, 15 fire, 19 light, (35 total damage) [2 healing].
Xerukira the vampire hits larson for (42 absorbed), 42 physical, (20 absorbed), 20 light, (21 absorbed), 21 darkness, (3 absorbed), 3 fire, (11 absorbed), 11 fire (97 total damage).
Xerukira the vampire leeches life from larson!
Xerukira the vampire receives 1 healing from larson.
Burning from Xerukira the vampire hits larson for (11 absorbed), 11 fire (11 total damage).
Rotting Disease from Xerukira the vampire hits larson for (13 absorbed), 13 blight (13 total damage).
Larson uses Block.
Xerukira the vampire casts Detonating Charge.
Larson deactivates Retribution.
Larson unleashes the stored damage in retribution!
Xerukira the vampire leeches life from larson!
larson hits Xerukira the vampire for 2 healing, 6 fire, 8 light, , 88 light, 2 healing (102 total damage) [3 healing].
Xerukira the vampire hits larson for (80 blocked), (12 absorbed), 12 physical, (49 blocked), 0 light, (21 absorbed), 21 darkness, (3 absorbed), 3 fire, (4 absorbed), 19 fire (55 total damage).
Burning from Xerukira the vampire hits larson for 31 fire damage.
Rotting Disease from Xerukira the vampire hits larson for 26 blight damage.
Larson uses Waters of Life.
larson receives 11 healing.
Xerukira the vampire is weakened by the darkness!
larson performs a melee critical strike against Xerukira the vampire!
Xerukira the vampire is a martyr.
Weapon of Wrath hits Xerukira the vampire for 100 fire damage.
larson hits Xerukira the vampire for 33 physical, 3 mind, , 21 light, , , 5 light, 21 light, , (84 total damage).
Xerukira the vampire's weapon surges with fire!
Saving game...