











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Items Vault 1.5.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Cornac |
Class | Summoner |
Level / Exp | 38 / 55% |
Size | big |
Lifes / Deaths | Killed by Elesumm at level 11 on the 28th Dusk 122nd year of Ascendancy at 18:21 0 / 9Killed by Urkis, the High Tempest at level 16 on the 58th Dusk 122nd year of Ascendancy at 12:30 Killed by Urkis, the High Tempest at level 16 on the 58th Dusk 122nd year of Ascendancy at 14:41 Killed by elven cultist at level 27 on the 8th Allure 123rd year of Ascendancy at 15:05 Killed by unknown at level 27 on the 8th Allure 123rd year of Ascendancy at 16:03 Killed by overpowered greater multi-hued wyrm at level 37 on the 35th Dusk 123rd year of Ascendancy at 22:54 Killed by armoured skeleton warrior at level 38 on the 72nd Dusk 123rd year of Ascendancy at 22:47 Killed by Belynor the orc blood mage at level 38 on the 73rd Dusk 123rd year of Ascendancy at 23:08 Killed by worm that walks at level 38 on the 74th Dusk 123rd year of Ascendancy at 20:17 |
Primary Stats
Strength | 44 (base 29) |
Dexterity | 17 (base 11) |
Constitution | 26 (base 13) |
Magic | 17 (base 13) |
Willpower | 89 (base 60) |
Cunning | 74 (base 60) |
Resources
Life | -82/836 |
Equilibrium | 211 |
Healing Factor | 1.608238453276 |
Regeneration | 9.6494307196563 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 7 |
See Stealth | 60.521499922351 |
See Invisible | 75.521499922351 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Mainhand
Damage | 36 |
Accuracy | 56 |
Crit Chance | 40% |
APR | 27 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 7 |
Crit Chance | 41% |
Speed | 1 |
Offense: Mind
Mindpower | 61 |
Crit Chance | 53% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +18% |
Nature | +34% |
Acid | +15% |
Physical | +20% |
Mind | +15% |
All | 0% |
Offense: Damage Penetration
Nature | +25% |
Darkness | +25% |
Defense: Base
Armour (hardiness) | 65 (65%) |
Defense | 38 |
Ranged Defense | 45 |
Fatigue | 44 |
Physical Save | 40 |
Spell Save | 37 |
Mental Save | 52 |
Defense: Resistances
Acid | + 3%( 70%) |
Arcane | + 3%( 70%) |
Cold | + 7%( 70%) |
All | -10%( 70%) |
Lightning | -2%( 70%) |
Darkness | -3%( 70%) |
Physical | + 29%( 70%) |
Mind | + 4%( 70%) |
Fire | + 30%( 70%) |
Nature | + 3%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Poison Resistance | 20% |
Confusion Resistance | 42% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or mental effect and reduce all damage taken by 21% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 209 life over 5 turns. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 608 damage for 4 turns. Its effects scale with your Cunning stat. |
Class Talents
Wild-gift / Summoning (utility) | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Wild-gift / Summoning (melee) | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Wild-gift / Summoning (advanced) | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Wild-gift / Summoning (distance) | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Wild-gift / Summoning (augmentation) | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Wild-gift / Call of the wild | 1.20 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Master Summoner |
detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
detrimental effect | The target is poisoned, taking 2.00 nature damage per turn and decreasing all heals received by 18%. Insidious Poison |
detrimental effect | The target is infected with carrion worm larvae. Each turn it will lose one beneficial physical effect and 52.64 blight and acid damage will be inflicted. Worm RotAfter five turns the disease will inflict 149.44 blight damage and spawn a carrion worm mass. |
detrimental effect | Zone-wide effect: +10% critical chance, +20% critical damage, -20% nature and blight resistance. Sinister Aura |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Willpower by +1. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Dexterity by +1. | done |
You failed to protect the lone alchemist from death by The Fragmented Essence of Harkor'Zun. Escort: lone alchemist (level 2 of Daikara) | failed |
You successfully escorted the lone alchemist to the recall portal on level 7 of Dreadfell. Escort: lone alchemist (level 7 of Dreadfell)As a reward you improved Dexterity by +1. | done |
You failed to protect the lone alchemist from death by blade horror. Escort: lone alchemist (level 8 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Strength by +2. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved Willpower 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 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 ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | 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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 409. | 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. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
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! | done |
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 within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
Equipment
On feet | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +2 (+1 eff.) Armour: +3 Fatigue: +3% Changes stats: +6 Str / +3 Cun / +7 Con Changes damage: +7% physical Critical mult.: +14.00% Life regen: +0.80 Stamina each turn: +0.40 Mental crit. chance: +1% Heals friendly targets nearby when you use a nature summon: +10 Size category: +1 It can be used to activate talent Heave, placing all other charms into a 10 cooldown : Effective talent level: 4.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 6 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
Light source | ![]() Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +2 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Damage when hit (Melee): 8 mind Changes damage: +15% mind Grants telepathy: Dragon Mental save: +9 (+3 eff.) Only die when reaching: -40.00 life Mindpower: +10 (+2 eff.) Mental crit. chance: +10% Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +10 Defense: +6 (+2 eff.) Fatigue: +3% Changes stats: +7 Wil / +2 Mag Changes resistances: +7% cold / +13% mind / +3% all Changes damage: +3% nature Grants telepathy: Dragon Allows you to breathe in: water Physical save: +8 (+3 eff.) Mental save: +13 (+4 eff.) Confusion immunity: +32% See invisible: +6 A cap made of leather. |
On hands | ![]() 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 (+0 eff.) These gloves are coated with a thick, green liquid. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Changes stats: +2 Dex / +3 Con See invisible: +9 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 97 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 7 psi. 100% chance to regenerate 7 hate. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+3 eff.) Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
On fingers | ![]() Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +5 Cun / +5 Wil Life regen: +1.10 Maximum life: +48.00 Mindpower: +10 (+2 eff.) Healing mod.: +15% Rings can have magical properties. |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +11 (+6 eff.) Defense: +9 (+3 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +12 Lck Changes resistances: +12% nature Changes resistances penetration: +25% darkness / +25% nature Reduce all damage from unseen attackers: 15% Amulets can have magical properties. |
In main hand | ![]() Requires: - Willpower 36 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 17.0 - 18.7 Uses stats: 50% Wil, 20% Cun Damage type: Nature slow Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +25 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Cun / +6 Wil Changes resistances: +12% arcane / +12% blight Changes damage: +18% nature / +15% acid Talent masteries: +0.10 Wild-gift / Slime +0.10 Wild-gift / Ooze Spell save: +15 (+6 eff.) Mindpower: +12 (+3 eff.) Mental crit. chance: +8% It can be used to activate talent Ooze Spit (costing 20 power out of 20/20) : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: 800% of base Description: Spit slime at your target doing 65.20 nature damage and slowing it down by 30% for 3 turns. The damage will increase with the Dexterity stat This mindstar oozes a thick, caustic liquid. Magic seems to die around it. |
Around waist | ![]() Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +12% acid / +6% darkness / +8% blight / +7% fire / +8% cold / +7% lightning Changes damage: +18% darkness Life regen: +0.70 Healing mod.: +15% A belt that goes around your waist. |
In off hand | ![]() Requires: - Strength 37 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 (+7 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +30% Talent granted: +4 Block This shield made of the darkest stralite is huge, heavy and very solid. |
Cloak | ![]() 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 (+1 eff.) It can be used to activate talent Stone Wall (costing 60 power out of 60/60) : Effective talent level: 1.2 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 3 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 41.88 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
Main armor | ![]() Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +20 Defense: +5 (+2 eff.) Fatigue: +8% Damage (Melee): 9 fire Damage (Ranged): 7 fire Changes stats: +2 Mag Changes resistances: +30% physical / +29% fire Physical save: +19 (+6 eff.) Life regen: +3.00 Mana each turn: +0.04 Maximum life: +42.00 Maximum mana: +20.00 Spell crit. chance: +7% Healing mod.: +17% A suit of armour made of leather. |
Inventory
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() Powered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / taint ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Strip the protective barriers from your mind for 5 turns, allowing in the thoughts all creatures within 10 squares but reducing mind save by 10 and increasing your mindpower by 35 for 10 turns. It can be used to inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
![]() Powered by unknown forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome It can be used to summon Limmir the jeweler at the center of the lake of the moon, costing 1 power out of 1/1. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() Khulmanar's Wrath (70-105 power, 8 apr) Requires: - Strength 52 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 70.0 - 105.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +50 fire Damage conversion: 20% fire When wielded/worn: Changes resistances: +20% fire Changes resistances penetration: +25% fire Changes damage: +20% fire The wearer is treated as a demon. It can be used to activate talent Infernal Breath (costing 35 power out of 35/35) : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 102.07 fire damage, and flames will be left dealing a further 23.59 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
![]() voratun greatsword of dampening (64.5-103.2 power, 4 apr) Requires: - Strength 48 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 64.5 - 103.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +16% acid / +17% fire / +16% cold / +16% lightning Spell save: +12 (+5 eff.) Massive two-handed swords. |
![]() glacial voratun mace of purging (44.5-62.3 power, 6 apr) Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 44.5 - 62.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +12 nature Burst (radius 2) on crit: +13 ice When wielded/worn: Armour: +12 Changes resistances penetration: +10% cold Blunt and deadly. |
![]() halfling drakeskin leather sling of lightning Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +19 lightning When wielded/worn: Changes damage: +15% lightning / +8% physical Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Slings are used to hurl stones or metal shots at your foes. |
![]() shimmering dragonbone magestaff of wizardry (30-36 power, 6 apr, arcane element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Wil / +3 Mag Changes damage: +30% arcane Talent granted: +1 Command Staff Mana each turn: +0.22 Maximum mana: +120.00 Spellpower: +24 (+4 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
![]() balanced stralite waraxe of persecution (29.5-41.3 power, 5 apr) Requires: - Strength 35 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 29.5 - 41.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% Damage against: +12% Unnatural When wielded/worn: Accuracy: +9 (+5 eff.) Defense: +9 (+3 eff.) Changes stats: +3 Wil Disarm immunity: +24% One-handed war axes. |
![]() quick voratun waraxe of erosion (41-57.4 power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 41.0 - 57.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 111% Damage (Melee): +14 nature / +6 temporal When wielded/worn: Accuracy: +10 (+5 eff.) Changes stats: +1 Dex One-handed war axes. |
![]() monstrous drakeskin leather belt Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +12 (+6 eff.) Changes stats: +4 Str / +4 Con Physical save: +15 (+5 eff.) Size category: +1 A belt that goes around your waist. |
![]() silk robe of corrosion (+18%) (3 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +18% acid Changes damage: +12% acid A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() slimy silk robe of nature (+16%) (3 def, 0 armour) Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Effects when hit in melee: * Slows global speed by 7% * 4 arcane resource burn Changes resistances: +16% nature Changes damage: +11% nature A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() hardened voratun plate armour of Eyal (9 def, 22 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +22 Defense: +9 (+3 eff.) Fatigue: +26% Changes resistances: +12% acid / +9% physical / +9% fire / +9% cold / +11% lightning Life regen: +2.70 Maximum life: +69.00 Healing mod.: +19% A suit of armour made of metal plates. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 16 lightning / 4 fire Changes stats: +2 Str Changes resistances: +6% darkness / +10% fire Changes resistances penetration: +10% lightning Changes damage: +6% lightning When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 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. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 359.12 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
![]() Powered 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. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light 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. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Elesumm the Cornac Summoner level 31
65th Pyre 123rd year of Ascendancy at 07:26 see stats
By Elesumm the Cornac Summoner level 26
66th Haze 122nd year of Ascendancy at 07:44 see stats
By Elesumm the Cornac Summoner level 36
12nd Dusk 123rd year of Ascendancy at 16:13 see stats
By Elesumm the Cornac Summoner level 37
35th Dusk 123rd year of Ascendancy at 22:53 see stats
By Elesumm the Cornac Summoner level 34
8th Dusk 123rd year of Ascendancy at 01:57 see stats
By Elesumm the Cornac Summoner level 36
28th Dusk 123rd year of Ascendancy at 18:19 see stats
By Elesumm the Cornac Summoner level 26
79th Haze 122nd year of Ascendancy at 06:42 see stats
By Elesumm the Cornac Summoner level 32
7th Mirth 123rd year of Ascendancy at 16:48 see stats
By Elesumm the Cornac Summoner level 18
42nd Haze 122nd year of Ascendancy at 00:44 see stats
By Elesumm the Cornac Summoner level 17
70th Dusk 122nd year of Ascendancy at 10:37 see stats
By Elesumm the Cornac Summoner level 16
58th Dusk 122nd year of Ascendancy at 16:49 see stats
By Elesumm the Cornac Summoner level 15
39th Dusk 122nd year of Ascendancy at 16:16 see stats
By Elesumm the Cornac Summoner level 10
2nd Flare 122nd year of Ascendancy at 04:59 see stats
By Elesumm the Cornac Summoner level 20
49th Haze 122nd year of Ascendancy at 04:43 see stats
By Elesumm the Cornac Summoner level 30
41st Pyre 123rd year of Ascendancy at 16:22 see stats
By Elesumm the Cornac Summoner level 27
39th Regrowth 123rd year of Ascendancy at 15:20 see stats
By Elesumm the Cornac Summoner level 34
8th Flare 123rd year of Ascendancy at 00:09 see stats
By Elesumm the Cornac Summoner level 15
39th Dusk 122nd year of Ascendancy at 16:55 see stats
By Elesumm the Cornac Summoner level 8
3rd Mirth 122nd year of Ascendancy at 08:36 see stats
By Elesumm the Cornac Summoner level 13
33rd Dusk 122nd year of Ascendancy at 03:39 see stats
By Elesumm the Cornac Summoner level 14
37th Dusk 122nd year of Ascendancy at 21:48 see stats
By Elesumm the Cornac Summoner level 38
68th Dusk 123rd year of Ascendancy at 09:21 see stats
By Elesumm the Cornac Summoner level 26
7th Allure 123rd year of Ascendancy at 10:53 see stats
By Elesumm the Cornac Summoner level 16
53rd Dusk 122nd year of Ascendancy at 03:29 see stats
By Elesumm the Cornac Summoner level 38
73rd Dusk 123rd year of Ascendancy at 23:08 see stats
By Elesumm the Cornac Summoner level 24
65th Haze 122nd year of Ascendancy at 19:52 see stats
Log
Parasitic horror steals life from Fire drake!
Parasitic horror hits Fire drake for 55 acid damage.
Mass of parasitic leeches tries to latch on and suck blood!
Parasitic horror is INFESTED with parasitic leeches!
Mass of parasitic leeches HEALS from acid damage!
Parasitic horror HEALS from acid damage!
Parasitic horror hits Mass of parasitic leeches for 0 acid damage.
Mass of parasitic leeches hits Parasitic horror for 0 acid, 22 healing (0 total damage) [22 healing].
Your summoned fire drake hatchling disappears.
Your summoned fire drake hatchling disappears.
Your summoned fire drake disappears.
Elesumm is poisoned!
Worm that walks drains life from Elesumm!
Worm that walks misses Elesumm.
Worm that walks drains life from Elesumm!
Worm that walks drains life from Elesumm!
Parasitic horror HEALS from acid damage!
Worm that walks hits Elesumm for 105 physical, 11 temporal, 36 blight, 4 fire, 62 physical, 36 blight (254 total damage).
Elesumm hits Worm that walks for 16 healing, 9 mind (9 total damage) [16 healing].
Elesumm hits Worm that walks for 15 healing, 9 mind, 16 healing, 9 mind (18 total damage) [31 healing].
Worm that walks hits Elesumm for 117 physical, 2 nature, 36 blight (155 total damage).
Parasitic Leeches from Mass of parasitic leeches hits Parasitic horror for 18 physical, 0 acid, 10 healing (18 total damage) [10 healing].
Elesumm's Rune: Shielding has been disrupted by anti-magic forces!
Talent Infusion: Regeneration is ready to use.
Insidious Poison from Worm that walks hits Elesumm for 2 nature damage.
Worm that walks casts Worm Rot.
Elesumm is afflicted by a terrible worm rot!
Worm that walks drains life from Elesumm!
Saving game...