









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.6 |
Addons | Ashes of Urh'Rok 1.6.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.0Official 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 1.6.6Donators/Buyers bonus! Forbidden Cults 1.6.0Official 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 | Normal Adventure |
Sex | Female |
Race | Higher |
Class | Brawler |
Level / Exp | 43 / 79% |
Size | medium |
Lifes / Deaths | Killed by Gassra the cutpurse at level 15 on the 47th Haze 122nd year of Ascendancy at 05:55 0 / 8Killed by radiant horror at level 23 on the 1st Dusk 123rd year of Ascendancy at 06:54 Killed by corrupted skeleton warrior at level 30 on the 74th Dusk 123rd year of Ascendancy at 14:29 Killed by Grand Corruptor at level 31 on the 12nd Haze 123rd year of Ascendancy at 19:10 Killed by Grand Corruptor at level 31 on the 12nd Haze 123rd year of Ascendancy at 20:25 Killed by Golbug the Destroyer at level 32 on the 25th Haze 123rd year of Ascendancy at 18:55 Killed by formercasual at level 43 on the 2nd Dusk 124th year of Ascendancy at 20:50 Killed by formercasual at level 43 on the 2nd Dusk 124th year of Ascendancy at 23:19 |
Primary Stats
Strength | 98 (base 49) |
Dexterity | 94 (base 61) |
Constitution | 68 (base 26) |
Magic | 18 (base 11) |
Willpower | 38 (base 16) |
Cunning | 76 (base 61) |
Resources
Life | -448/1634 |
Stamina | 302/302 |
Healing Factor | 1.6155462184875 |
Regeneration | 201.30735229436 |
Speed
Mental | +10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 5 |
See Stealth | 40.174866052011 |
See Invisible | 40.174866052011 |
Offense: Barehand
Damage | 151 |
Accuracy | 67 |
Crit Chance | 37% |
APR | 26 |
Speed | 0.91 |
Offense: Spell
Spellpower | 18 |
Crit Chance | 23% |
Speed | 1 |
Offense: Mind
Mindpower | 45 |
Crit Chance | 23% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +3% |
Light | +8% |
Temporal | +3% |
Blight | +12% |
Cold | +9% |
All | 0% |
Offense: Damage Penetration
Lightning | -5% |
Temporal | -10% |
Mind | -15% |
Physical | -10% |
Cold | -5% |
All | -20% |
Defense: Base
Armour (hardiness) | 23 (58.391959798995%) |
Defense | 73 |
Ranged Defense | 73 |
Fatigue | 0 |
Physical Save | 37 |
Spell Save | 44 |
Mental Save | 47 |
Defense: Resistances
Acid | + 34%( 70%) |
Blight | + 31%( 70%) |
Physical | + 17%( 70%) |
Cold | + 26%( 70%) |
All | + 15%( 70%) |
Darkness | + 37%( 70%) |
Temporal | + 23%( 70%) |
Mind | + 23%( 70%) |
Fire | + 30%( 70%) |
Lightning | + 40%( 70%) |
Defense: Immunities
Confusion Resistance | 10% |
Stun Resistance | 34% |
Instadeath Resistance | 100% |
Blind Resistance | 20% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 413 life over 5 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 7 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 21%, your defense is increased by 21 and all your resistances by 21%. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 274 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -701 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1594 life, 15 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. |
Class Talents
Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Finishing moves | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Grappling | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 1/5 |
Technique / Pugilism | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Generic Talents
Technique / Unarmed training | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Higher | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Exploit Weakness |
talent | Striking Stance |
talent | Chant of Fortitude |
detrimental effect | Zone-wide effect: +20 mindpower, +2 life regen, -1 equilibrium per turn, -20% resistance penetration. Natural Aura |
beneficial effect | Countering melee attacks: Has a 19% chance to get an automatic counter attack when avoiding a melee attack. (2.0 counters remaining) Counter Attacking |
detrimental effect | The target is constricted, preventing movement and making it suffocate (loses 7.50 air per turn). Constricted |
detrimental effect | The target is pinned to the ground, unable to move. Pinned to the ground |
detrimental effect | The target is blinded, unable to see anything. Blinded |
beneficial effect | The target has 81 increased life regeneration. Recovery |
detrimental effect | You are suffocating! Each turn you lose an ever increasing percent of your total life (currently 40%) Suffocating |
beneficial effect | The target is in the middle of a combo chain and has earned 3 combo points. 3 Combo |
detrimental effect | The target is off balance and is 23% more likely to be crit by the target that set it up. In addition all its saves are reduced by 23. Set Up |
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 againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by skeleton assassin. Escort: injured seer (level 1 of Dreadfell) | failed |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 8 of Dreadfell. Escort: lost sun paladin (level 8 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the worried loremaster from death by Burb the snow giant champion. Escort: worried loremaster (level 1 of Daikara) | failed |
You failed to protect the worried loremaster from death by snow giant. Escort: worried loremaster (level 2 of Daikara) | failed |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved Dexterity by +5. | 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 Horned Horror. * 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. | 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 Possessed. | 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: 587. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Stire of Derth. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. You have aided Marus of Elvala in creating an elixir of the savior. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the 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 within2 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 you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +20 (+5 eff.) Fatigue: +2% Changes resistances: +6% fire / +2% physical / +6% cold Only die when reaching: -80.00 life Maximum life: +60.00 Light radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On hands | ![]() Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Physical power: +7 (+2 eff.) Armour: +3 Fatigue: +5% Damage (Melee): 11 blight Changes stats: +6 Str Changes resistances: +6% blight / +9% temporal / +6% lightning Changes resistances penetration: +15% lightning / +10% temporal Changes damage: +6% blight / +3% temporal / +3% lightning Life regen: +8.00 Stamina each turn: +1.70 Maximum stamina: +18.00 When used to modify unarmed attacks: Base power: 37.0 - 51.8 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Nightmare (10% chance level 5). When this weapon hits: Soul Rot (20% chance level 5). Damage (radius 2) on crit: +9 blight Metal gloves protecting the hands up to the middle of the lower arm. |
On head | ![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +8 Str / +6 Wil Changes resistances: +13% blight / +10% darkness / +3% acid Changes resistances penetration: +15% cold Reduces incoming crit damage: 15.00% Spell save: +11 (+3 eff.) Mental save: +23 (+7 eff.) Blindness immunity: +20% Disease immunity: +20% Life regen: +4.00 Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 5 light damage to everyone else who enters. The circle lasts 4 turns. A cap made of leather. |
Tool | ![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes resistances: +15% lightning / +9% darkness Changes damage: +9% cold Stamina each turn: +2.00 It can be used to fire a magical bolt dealing 115 lightning damage Activation puts all charms on cooldown for 14 turns. When used: * Gain a 11% chance to evade weapon attacks 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 | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +4 Con Spell save: +14 (+4 eff.) Life regen: +11.00 Maximum life: +69.00 Maximum stamina: +18.00 Healing mod.: +13% Rings can have magical properties. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour penetration: +3 Armour: +4 Defense: +25 (+6 eff.) Changes stats: +8 Con Changes resistances: +12% acid / +6% fire Changes resistances penetration: +10% physical Stun/Freeze immunity: +34% Life regen: +4.00 Rings can have magical properties. |
Around neck | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +7 (+2 eff.) Fatigue: -7% Damage when hit (Melee): 6 mind Changes stats: +5 Dex Changes resistances: +9% mind Changes resistances penetration: +5% mind Changes damage: +6% blight / +10% physical Life regen: +2.00 Combat speed: +10% Amulets can have magical properties. |
Main armor | ![]() Requires: - Strength 20 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+5 eff.) Fatigue: +8% Changes stats: +8 Str / +5 Dex / +6 Mag / +5 Wil / +6 Cun Life regen: +9.80 Maximum life: +97.00 Healing mod.: +12% A suit of armour made of leather. |
Light source | ![]() Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +7% darkness Changes damage: +8% light Damage affinity(heal): +5% light Light radius: +6 It can be used to activate talent Sun Flare, placing all other charms into a 27 cooldown : Effective talent level: 3.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 64.11 light damage. At talent level 3 you gain 13% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
Cloak | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +8 Defense: +2 (+0 eff.) Changes resistances: +7% acid / +6% fire / +7% cold / +8% lightning Critical mult.: +21.00% Stealth bonus: +8 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Str / +7 Dex / +5 Wil / +9 Cun / +7 Lck Trap disarming bonus: +5 Stealth bonus: +9 Physical save: +14 (+5 eff.) Spell save: +13 (+4 eff.) Mental save: +14 (+4 eff.) Infravision radius: +5 A belt that goes around your waist. |
Inventory
![]() wild infusion (res 15%; physical; dur 3; cd 15) 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: 15 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 15% for 3 turns. Also removes cross-tier effects of the affected types for free. 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. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 190 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() shielding rune of the titan (absorb 591; dur 5; cd 15) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 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 591 damage for 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 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! |
![]() 0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +8 (+2 eff.) Changes damage: +7% physical Talent masteries: +0.34 Cunning / Dirty fighting +0.34 Technique / Combat training Combat speed: +10% Amulets can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -6% Changes stats: +7 Dex / +3 Mag / +8 Cun / +6 Con Life regen: +3.00 Stamina each turn: +1.10 Mana each turn: +0.30 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +20.00 Movement speed: +10% Amulets can have magical properties. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 9 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Wil / +6 Mag Changes resistances: +20% acid / +21% fire / +10% cold / +25% lightning Spellpower: +9 (+5 eff.) Rings can have magical properties. |
![]() mule's voratun ring of perseverance Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -7% Maximum encumbrance: +32 Stun/Freeze immunity: +39% Life regen: +1.00 Rings can have magical properties. |
![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Cun / +7 Wil Changes resistances: +15% acid / +14% fire / +17% cold / +15% lightning Mindpower: +9 (+3 eff.) Rings can have magical properties. |
![]() flaming stralite battleaxe of massacre (53-79.5 power, 3 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 53.0 - 79.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% Damage (radius 1) on hit: +17 fire Massive two-handed battleaxes. |
![]() manaburning voratun greatsword of disruption (59.5-95.2 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: 59.5 - 95.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 26 arcane resource burn * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage against: +20% Unnatural Massive two-handed swords. |
![]() mage-hunter's dragonbone longbow of true flight Requires: - Dexterity 48 - Talent Shoot Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +10 When wielded/worn: Accuracy: +14 (+4 eff.) Physical crit. chance: +12.0% Effects on ranged hit: * 21 arcane resource burn Changes stats: +6 Cun / +8 Wil Talent mastery: +0.30 Wild-gift / Antimagic Mindpower: +15 (+5 eff.) Longbows are used to shoot arrows at your foes. |
![]() dragonbone magestaff of wizardry (30-36 power, 6 apr, lightning 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% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Wil / +2 Mag Changes damage: +30% lightning Talent granted: +1 Command Staff Maximum mana: +44.00 Spellpower: +26 (+14 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +15 (+4 eff.) Damage when hit (Melee): 30 blinding light Changes stats: +10 Cun / +10 Mag Changes resistances: +30% light / +30% darkness Changes resistances cap: +10% light Changes damage: +25% light Talent category bonus: +0.20 Celestial Spellpower: +20 (+11 eff.) This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
![]() Cyrita the elven-silk robe (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +3 Str Changes resistances: +17% acid / +19% physical / +20% darkness / +33% light / +17% cold / +19% fire / +17% mind / +15% all Changes damage: +19% acid / +17% physical / +22% light / +19% fire / +24% cold Talent cooldown: Refit Golem (-5 turns) Physical save: +14 (+5 eff.) Spell save: +17 (+5 eff.) Mental save: +33 (+11 eff.) Mana when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +100.00 The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -6% Changes resistances: +15% temporal Maximum encumbrance: +50 Physical save: +14 (+5 eff.) Spell save: +18 (+6 eff.) Mana each turn: +0.24 Spellpower on spell critical (stacks up to 3 times): +10 Spell crit. chance: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +3 Cun / +4 Con Changes resistances: +19% darkness / +29% temporal Changes resistances penetration: +15% darkness / +13% temporal Physical save: +16 (+6 eff.) Mental save: +17 (+5 eff.) Defense after a teleport: +14 Resist all after a teleport: +14% New effects duration reduction after a teleport: +17% A pair of boots made of leather. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +8 Changes stats: +5 Con Physical save: +20 (+7 eff.) Spell save: +6 (+2 eff.) Mental save: +14 (+4 eff.) Disarm immunity: +27% Maximum life: +48.00 When used to modify unarmed attacks: Base power: 34.5 - 38.0 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Accuracy: +8 Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 125% When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Battle Shout (10% chance level 5). Damage (Melee): +10 physical Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +7 Changes resistances: +13% blight / +12% darkness / +15% arcane Damage affinity(heal): +9% nature Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +16 (+5 eff.) Mental save: +15 (+5 eff.) Maximum life: +47.00 When used to modify unarmed attacks: Base power: 35.5 - 39.1 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Accuracy: +4 Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 125% When this weapon hits: Battle Shout (10% chance level 5). When this weapon crits: Call of the Ooze (20% chance level 2). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() fortifying dwarven-steel mail armour of natural resilience (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes stats: +5 Str / +4 Con Changes resistances: +13% nature / +10% blight Reduced damage from: +9% Unnatural Maximum life: +35.00 A suit of armour made of mail. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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 182 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. |
![]() 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) 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. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 55% Changes resistances penetration: +25% lightning / +15% darkness / +25% nature Changes damage: +9% arcane Vim when firing critical spell: +2.00 Maximum vim: +30.00 It can be used to project a gust of wind in a cone knocking enemies back 13 spaces and dealing 440 physical damage Activation puts all charms on cooldown for 14 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to blast the opponent's mind dealing 570 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 16 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 21% * 20% chance to reduce strength, dexterity, and constitution by 11 Changes resistances penetration: +25% acid Changes damage: +9% lightning It can be used to harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30% Activation puts all charms on cooldown for 18 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() powerful dragonbone totem of thorny skin [power 70] (18 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to harden the skin for 7 turns increasing armour by 70 and armour hardiness by 70% Activation puts all charms on cooldown for 18 turns. When used: * Increase all damage by 14% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 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 formercasual the Higher Brawler level 18
78th Haze 122nd year of Ascendancy at 20:36 see stats
By formercasual the Higher Brawler level 30
78th Dusk 123rd year of Ascendancy at 03:41 see stats
By formercasual the Higher Brawler level 25
26th Dusk 123rd year of Ascendancy at 10:20 see stats
By formercasual the Higher Brawler level 30
74th Dusk 123rd year of Ascendancy at 21:21 see stats
By formercasual the Higher Brawler level 35
44th Haze 123rd year of Ascendancy at 23:32 see stats
By formercasual the Higher Brawler level 36
6th Decay 123rd year of Ascendancy at 23:39 see stats
By formercasual the Higher Brawler level 38
58th Regrowth 124th year of Ascendancy at 16:58 see stats
By formercasual the Higher Brawler level 34
41st Haze 123rd year of Ascendancy at 00:35 see stats
By formercasual the Higher Brawler level 26
67th Dusk 123rd year of Ascendancy at 08:14 see stats
By formercasual the Higher Brawler level 42
3rd Summertide 124th year of Ascendancy at 16:47 see stats
By formercasual the Higher Brawler level 10
3rd Flare 122nd year of Ascendancy at 11:38 see stats
By formercasual the Higher Brawler level 32
25th Haze 123rd year of Ascendancy at 22:32 see stats
By formercasual the Higher Brawler level 42
2nd Summertide 124th year of Ascendancy at 10:41 see stats
By formercasual the Higher Brawler level 21
55th Regrowth 123rd year of Ascendancy at 00:04 see stats
By formercasual the Higher Brawler level 17
70th Haze 122nd year of Ascendancy at 10:16 see stats
By formercasual the Higher Brawler level 26
49th Dusk 123rd year of Ascendancy at 23:03 see stats
By formercasual the Higher Brawler level 25
26th Dusk 123rd year of Ascendancy at 07:41 see stats
By formercasual the Higher Brawler level 10
3rd Flare 122nd year of Ascendancy at 11:36 see stats
By formercasual the Higher Brawler level 20
44th Regrowth 123rd year of Ascendancy at 00:00 see stats
By formercasual the Higher Brawler level 30
74th Dusk 123rd year of Ascendancy at 10:26 see stats
By formercasual the Higher Brawler level 40
17th Pyre 124th year of Ascendancy at 19:20 see stats
By formercasual the Higher Brawler level 10
4th Dusk 122nd year of Ascendancy at 05:06 see stats
By formercasual the Higher Brawler level 30
3rd Haze 123rd year of Ascendancy at 06:55 see stats
By formercasual the Higher Brawler level 19
43rd Regrowth 123rd year of Ascendancy at 08:14 see stats
By formercasual the Higher Brawler level 34
31st Haze 123rd year of Ascendancy at 07:28 see stats
By formercasual the Higher Brawler level 9
9th Mirth 122nd year of Ascendancy at 06:44 see stats
By formercasual the Higher Brawler level 25
26th Dusk 123rd year of Ascendancy at 10:20 see stats
By formercasual the Higher Brawler level 22
24th Pyre 123rd year of Ascendancy at 00:00 see stats
By formercasual the Higher Brawler level 36
49th Regrowth 124th year of Ascendancy at 05:33 see stats
By formercasual the Higher Brawler level 10
9th Dusk 122nd year of Ascendancy at 08:28 see stats
By formercasual the Higher Brawler level 15
47th Haze 122nd year of Ascendancy at 13:19 see stats
By formercasual the Higher Brawler level 36
28th Regrowth 124th year of Ascendancy at 02:44 see stats
By formercasual the Higher Brawler level 27
69th Dusk 123rd year of Ascendancy at 10:29 see stats
By formercasual the Higher Brawler level 18
75th Haze 122nd year of Ascendancy at 23:40 see stats
By formercasual the Higher Brawler level 29
74th Dusk 123rd year of Ascendancy at 10:26 see stats
Log
formercasual misses Something.
Something throws formercasual to the ground!
Formercasual is dazed!
Something hits formercasual for (54 flat reduction), 158 physical, (11 flat reduction), 0 arcane (158 total damage).
Formercasual shrugs off the critical damage!
Formercasual is not dazed anymore.
Formercasual resists the punch!
Something hits formercasual for (54 flat reduction), 35 physical (35 total damage).
You are unable to move!
Something performs a melee critical strike against formercasual!
Formercasual is recovering from the damage!
Something misses formercasual.
formercasual misses Something.
Something misses formercasual.
Formercasual resists the blow!
Something hits formercasual for (54 flat reduction), 196 physical, (13 flat reduction), 0 arcane (196 total damage).
Something misses formercasual.
Something misses formercasual.
Talent Double Strike is ready to use.
Something misses formercasual.
Formercasual is not disabled anymore.
Talent Haymaker is ready to use.
Something misses formercasual.
Formercasual is pinned to the ground.
Something hits formercasual for (54 flat reduction), 103 physical, (13 flat reduction), 0 arcane (103 total damage).
Saving game...