




Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Ashes of Urh'Rok 1.7.0Official 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 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.0Official 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 1.7.0Donators/Buyers bonus! Forbidden Cults 1.7.0Official 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 | --- |
Mode | --- --- |
Sex | Male |
Race | Horror |
Class | Eldritch |
Level / Exp | 47 / 0% |
Size | medium |
Lifes / Deaths | no deaths recorded 6 / 0 |
Primary Stats
Strength | 54 (base 35) |
Dexterity | 23 (base 12) |
Constitution | 32 (base 15) |
Magic | 90 (base 60) |
Willpower | 18 (base 10) |
Cunning | 27 (base 10) |
Resources
Life | 963/963 |
Mana | 324/324 |
Hate | 100/100 |
Vim | 214/214 |
Healing Factor | 0.67244201618948 |
Regeneration | 0.67244201618948 |
Speed
Mental | -8% |
Attack | +12% |
Movement | +77.50021058553% |
Spell | -8% |
Global | +100% |
Vision
Sight | 10 |
Lite | 0 |
Infravision | 16 |
See Invisible | 39 |
Offense: Mainhand
Damage | 99 |
Accuracy | 63 |
Crit Chance | 19% |
APR | 10 |
Speed | 1.09 |
Offense: Offhand
Damage | 54 |
Accuracy | 63 |
Crit Chance | 24% |
APR | 19 |
Speed | 1.09 |
Offense: Spell
Spellpower | 84 |
Crit Chance | 9% |
Speed | 1.0869565217391 |
Offense: Mind
Mindpower | 21 |
Crit Chance | 9% |
Speed | 0.89285714285714 |
Offense: Damage Bonus
Lightning | +11% |
Temporal | -23% |
Blight | -30% |
Fire | -28% |
All | -50% |
Offense: Damage Penetration
Mind | +25% |
Lightning | +37% |
Defense: Base
Armour (hardiness) | 10 (35.65183292883%) |
Defense | 32 |
Ranged Defense | 32 |
Fatigue | 0 |
Physical Save | 35 |
Spell Save | 38 |
Mental Save | 24 |
Defense: Resistances
Acid | +100%(100%) |
Lightning | + 81%(100%) |
Light | + 43%(100%) |
Temporal | + 54%(100%) |
Blight | +100%(100%) |
Physical | + 59%(100%) |
Cold | + 45%(100%) |
All | + 42%(100%) |
Defense: Immunities
Stun Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (3/3)
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 342 life over 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 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 376 damage for 3 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 31 up to 5 times. Its effects scale with your Strength stat. |
Class Talents
Corruption / Scourge | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Corruption / Reaving combat | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Corruption / Rot | 0.80 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Corruption / Plague | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Effects
talent | Infestation |
talent | Ruin |
talent | Worm that Walks Link |
detrimental effect | Zone-wide effect: +20 magic, +2 mana regen, -20 accuracy, -20 stealth power. Sorcerous Aura |
beneficial effect | Linked to their horror ally gaining 28% all damage resistance. Shared Insanity |
Quests
Equipment
Tool | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: -12% all / +15% temporal Reduce damage by fixed amount: +0 all Changes damage: +10% all / +15% temporal Movement speed: -16% Combat speed: +12% Casting speed: +12% Mental speed: +12% Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. It can be used to flip the hourglass (sands currently flowing towards entropy) Activation costs 20 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +6 (+1 eff.) Changes stats: +7 Str / +5 Con Changes resistances: +24% fire Changes damage: +12% fire Rings make your fingers look great! |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +2 Changes stats: +5 Cun / +5 Dex Changes resistances: +6% fire / +3% light / +6% temporal Only die when reaching: -20.00 life Rings make your fingers look great! |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +5 Str / +6 Con Changes resistances: +20% fire Changes damage: +10% fire Rings make your fingers look great! |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +10 (+2 eff.) Changes stats: +7 Str / +6 Con Changes resistances: +30% lightning Changes damage: +15% lightning Rings make your fingers look great! |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +20 (+5 eff.) Armour penetration: +4 Physical crit. chance: +6.0% Physical power: +15 (+3 eff.) Armour: +8 Changes stats: +6 Dex / +6 Cun / +9 Lck Changes resistances penetration: +25% mind Trap disarming bonus: +22 Stealth bonus: +12 Infravision radius: +6 See invisible: +9 A belt that goes around your waist. |
Main armor | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +15 (+8 eff.) Changes stats: +10 Mag / +8 Wil / +6 Cun Changes resistances: +20% lightning / +13% all Changes resistances penetration: +15% lightning Changes damage: +25% lightning Spellpower: +20 (+4 eff.) Movement speed: +10% Slows Projectiles: +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
In off hand | ![]() Requires: - Strength 55 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 4 Power: 150% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Curse of Death (10% chance level 3). When this weapon hits: Curse of Vulnerability (10% chance level 3). Damage (radius 1) on hit: +25 blight When wielded/worn: Changes damage: +20% blight Spellpower: +20 (+4 eff.) Talent on hit(spell): Curse of Impotence (10% chance level 3). Talent on hit(spell): Curse of Defenselessness (10% chance level 3). The land withers and crumbles wherever this cursed axe rests. |
In main hand | ![]() Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 156% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 17% chance to reduce strength, dexterity, and constitution by 35 * Create an explosion dealing 131 lightning damage (1/turn) Damage (Melee): +13 blight / +4 cold Damage (radius 1) on hit: +17 fire Damage (radius 2) on crit: +20 temporal When wielded/worn: Changes resistances: +6% cold Changes resistances penetration: +22% lightning Changes damage: +21% lightning / +12% temporal Disease immunity: +25% Sharp, long, and deadly. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +16 Changes stats: +2 Con Changes resistances: +24% fire Changes resistances penetration: +25% mind / +15% physical Changes damage: +12% fire Only die when reaching: -40.00 life Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +21 Silence immunity: +21% Mana each turn: +0.11 Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +21 Disarm immunity: +24% Pinning immunity: +21% Knockback immunity: +24% Maximum life: +22.00 Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 10 light Damage (Ranged): 10 light Changes stats: +1 Mag Changes damage: +11% light Rings make your fingers look great! |
![]() Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Power: 125% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (radius 2) on crit: +8 mind When wielded/worn: Damage when hit (Melee): 4 blight Changes damage: +18% blight Mental save: +6 (+3 eff.) Mana when firing critical spell: +2.00 Hate when firing a critical mind attack: +3.00 Spellpower: +15 (+3 eff.) Sharp, long, and deadly. |
![]() Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Power: 144% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (radius 2) on crit: +12 light When wielded/worn: Armour: +8 Damage when hit (Melee): 6 mind Changes stats: +9 Mag / +9 Wil / +5 Con Changes resistances: +5% physical Spellpower: +13 (+3 eff.) Mindpower: +25 (+13 eff.) Mental crit. chance: +3% Sharp, long, and deadly. |
![]() Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Power: 144% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +17 light Damage against: +17% Undead When wielded/worn: Armour: +14 Defense: +30 (+13 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 35 Changes resistances: +6% blight Changes damage: +9% blight Reduces incoming crit damage: 15.00% Blindness immunity: +20% Silence immunity: +20% Sharp, long, and deadly. |
![]() Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 154% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to reduce damage dealt by 13% Damage (radius 1) on hit: +20 blight / +20 fire / +16 darkness When wielded/worn: Changes resistances: +15% mind Disease immunity: +20% Cut immunity: +20% Maximum life: +100.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Sharp, long, and deadly. |
![]() Requires: - Strength 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Power: 134% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (radius 2) on crit: +10 acid / +11 nature When wielded/worn: Armour penetration: +8 Changes resistances penetration: +11% acid / +5% nature Blunt and deadly. |
![]() Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Power: 111% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 2). On weapon hit: * 6% chance to reduce strength, dexterity, and constitution by 35 * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (Melee): +9 blight When wielded/worn: Disease immunity: +17% Blunt and deadly. |
![]() Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Power: 143% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +25 cold When wielded/worn: Effects on melee hit: * 21% chance to reduce strength, dexterity, and constitution by 35 Damage when hit (Melee): 10 blight Changes resistances: +18% blight Changes resistances penetration: +15% blight / +26% temporal Changes damage: +12% arcane Defense after a teleport: +16 Resist all after a teleport: +16% New effects duration reduction after a teleport: +16% Blunt and deadly. |
![]() Requires: - Magic 35 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Defense: +9 (+5 eff.) Changes damage: +25% light Talent granted: +1 Command Staff Spellpower: +12 (+3 eff.) Spell crit. chance: +4% Light radius: +4 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 55.36 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% blight Talent granted: +1 Command Staff Spellpower: +12 (+3 eff.) Spell crit. chance: +12% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +12% cold / +5% arcane / +18% light Changes resistances penetration: +10% acid / +20% fire Changes damage: +20% acid / +24% fire Talent granted: +1 Command Staff Spellpower: +9 (+2 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / trident ; tier 3 It must be held with both hands. Power: 133% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +9 Str / +9 Dex / +6 Mag / +17 Wil / +12 Cun / +24 Con Maximum life: +33.00 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() Requires: - Strength 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 141% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns When wielded/worn: Changes stats: +7 Str / +11 Dex / +6 Mag / +10 Wil / +9 Cun / +6 Con One-handed war axes. |
![]() Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Power: 141% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% When this weapon hits: Curse of Impotence (20% chance level 4). On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +4 mind Damage (radius 1) on hit: +13 fire When wielded/worn: Physical crit. chance: +11.0% Changes resistances: +9% fire Changes resistances penetration: +25% blight Pinning immunity: +10% Maximum mana: +60.00 Spellpower: +5 (+1 eff.) One-handed war axes. |
![]() Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 152% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Changes stats: +13 Con / +11 Wil Maximum life: +48.00 One-handed war axes. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Vim per kill: +4.00 Maximum souls: +3.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +5% It can be used to deal darkness damage equal to your 350%% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium) Activation costs 24 power out of 24/24. Rogroth's mouth happened to be about the same size as your waist. Interesting. |
![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -6% Effects on melee hit: * 20% chance to reduce all saves and defense by 15 Changes stats: +8 Mag Changes resistances penetration: +25% blight / +10% arcane Maximum encumbrance: +40 Spell crit. chance: +2% Light radius: +3 A belt that goes around your waist. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances penetration: +10% light / +10% arcane Changes damage: +3% arcane Mana each turn: +0.04 Maximum life: +38.00 Maximum vim: +20.00 A belt that goes around your waist. |
![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +3 Wil Changes resistances: +16% mind / +9% nature / +15% darkness / +15% light Critical mult.: +20.93% Reduces incoming crit damage: 15.00% Life regen: +4.19 Spell crit. chance: +5% Defense after a teleport: +16 Resist all after a teleport: +16% New effects duration reduction after a teleport: +16% A belt that goes around your waist. |
![]() Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +7 (+1 eff.) Changes stats: +5 Str / +3 Wil / +4 Con Physical save: +10 (+5 eff.) Mental save: +8 (+4 eff.) Maximum life: +60.00 Size category: +1 A belt that goes around your waist. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +6 Wil / +18 Con Changes resistances: +6% lightning / +12% cold / +15% all Changes damage: +30% nature / +32% lightning Reduces incoming crit damage: 15.84% Poison immunity: +48% Disease immunity: +49% See invisible: +9 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +20% blight / +15% all Changes damage: +20% blight Spell save: +20 (+7 eff.) Spellpower: +5 (+1 eff.) Spell crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +7 Cun Changes resistances: +15% all Critical mult.: +10.00% Mana each turn: +0.18 Hate when firing a critical mind attack: +3.00 Psi when firing a critical mind attack: +3.00 Maximum mana: +68.00 Spellpower: +26 (+5 eff.) Spell crit. chance: +9% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +26 Defense: +20 (+9 eff.) Fatigue: +8% Damage (Melee): 7 fire Damage (Ranged): 10 fire Changes resistances: +11% acid / +13% cold / +17% fire / +26% physical Allows you to breathe in: water A suit of armour made of leather. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +22 (+6 eff.) Physical crit. chance: +7.0% Physical power: +15 (+3 eff.) Damage when hit (Melee): 10 physical Changes stats: +5 Str / +4 Cun / +3 Con Changes resistances penetration: +25% cold Changes damage: +9% mind Infravision radius: +5 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 280.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 25 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes stats: +6 Dex / +6 Mag / +3 Cun / +4 Con Changes damage: +18% fire Infravision radius: +3 It can be used to project a gust of wind in a cone knocking enemies back 7 spaces and dealing 58 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Heal for 46. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 3 When wielded/worn: Damage when hit (Melee): 4 light Changes resistances: +6% light Changes damage: +6% arcane Critical mult.: +10.00% Mana when firing critical spell: +2.00 It can be used to project a gust of wind in a cone knocking enemies back 10 spaces and dealing 138 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 3 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Defense: +20 (+9 eff.) Changes resistances: +9% lightning / +3% temporal Reduces incoming crit damage: 5.00% Poison immunity: +20% Silence immunity: +10% It can be used to sting an enemy dealing 268 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 29% for 2 turns. * Increase all damage by 22% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 temporal Changes damage: +30% acid / +18% nature Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to summon a resilient tentacle up to 5 spaces away for 6 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 462 Base Damage: 194 Armor: 18 All Resist: 16 Activation puts all charms on cooldown for 25 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 13% Changes stats: +7 Str / +2 Mag / +12 Cun Maximum wards: +3 blight / +5 darkness / +4 arcane / +4 nature Changes resistances penetration: +25% light Changes damage: +9% light Talent granted: +1 Ward It can be used to reveal the area around you, dispelling darkness (radius 11, power 82 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 35 Damage when hit (Melee): 4 arcane Changes stats: +1 Wil Changes resistances penetration: +20% blight / +15% arcane Spellpower on spell critical (stacks up to 3 times): +10 It can be used to create a shield absorbing up to 218 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Increase all damage by 14% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 10 darkness Changes resistances: +9% acid / +9% fire Changes resistances penetration: +15% darkness / +25% acid Changes damage: +6% acid / +9% darkness It can be used to create a shield absorbing up to 536 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Reduce fatigue by 60% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Log
You collect a new ingredient: lump of voratun (1).
You gain 13.30 gold from the melting of stormbringer's voratun greatsword of crippling (176% power, 4 apr).
You collect a new ingredient: lump of voratun (1).
You gain 7.57 gold from the melting of plaguebringer's voratun greatsword (170% power, 4 apr).
You collect a new ingredient: lump of voratun (1).
You gain 10.01 gold from the melting of truestriking voratun greatmaul of rage (175% power, 4 apr).
You collect a new ingredient: lump of stralite (1).
You gain 7.20 gold from the melting of quick stralite greatmaul of vileness (166% power, 3 apr).
You collect a new ingredient: lump of stralite (1).
You gain 17.09 gold from the melting of enhanced stralite greatmaul of shearing (166% power, 3 apr).
You collect a new ingredient: lump of stralite (1).
You gain 24.44 gold from the melting of Uloldil the Brightblack (135% power, 9 apr).
You collect a new ingredient: stack of herbs (goldleaf) (5).
You gain 1.00 gold from the melting of wild infusion (res 18%; physical; dur 3; cd 13).
Zeench uses Create Tinker.
Zeench deactivates Daunting Presence.
Zeench activates Daunting Presence.
Zeench deactivates Chaos Orbs.
Zeench activates Chaos Orbs.
Zeench deactivates Chant of Fortitude.
Zeench activates Chant of Fortitude.
Zeench deactivates Premonition.
Zeench activates Premonition.
Character control switched to worm that walks (servant of Zeench).
Character control switched to Zeench.
The victim in your stomach seems to still be alive: 'I can feel myself rotting away, you can't do that!'
Character control switched to worm that walks (servant of Zeench).