










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Higher |
| Class | Sun Paladin |
| Level / Exp | 19 / 39% |
| Size | medium |
| Lifes / Deaths | Killed by Lady Zoisla the Tidebringer at level 4 on the 77th Pyre 122nd year of Ascendancy at 17:33 0 / 6Killed by Aragassra the rattlesnake at level 8 on the 3rd Mirth 122nd year of Ascendancy at 14:02 Killed by Burb the snow giant champion at level 16 on the 12nd Haze 122nd year of Ascendancy at 11:04 Killed by Burb the snow giant champion at level 16 on the 12nd Haze 122nd year of Ascendancy at 19:26 Killed by onilug at level 19 on the 15th Haze 122nd year of Ascendancy at 10:34 Killed by Bethada the alchemist golem at level 19 on the 16th Haze 122nd year of Ascendancy at 00:01 |
Primary Stats
| Strength | 45 (base 40) |
| Dexterity | 13 (base 12) |
| Constitution | 17 (base 17) |
| Magic | 41 (base 40) |
| Willpower | 18 (base 10) |
| Cunning | 14 (base 10) |
Resources
| Life | -6/457 |
| Positive | 32/104 |
| Stamina | 174/174 |
| Vim | 172/172 |
| Healing Factor | 1.2129415192739 |
| Regeneration | 10.491944141719 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 12 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 87 |
| Accuracy | 36 |
| Crit Chance | 22% |
| APR | 15 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 33 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +6% |
| Acid | +12% |
| Light | +25% |
| Darkness | +3% |
| Cold | +15% |
| Lightning | +12% |
| Fire | +15% |
| All | 0% |
Offense: Damage Penetration
| Acid | +5% |
| Light | +25% |
| Fire | +25% |
| Darkness | +10% |
| Cold | +5% |
| Mind | +25% |
| Nature | +20% |
Defense: Base
| Armour (hardiness) | 34 (88.568973732692%) |
| Defense | 4 |
| Ranged Defense | 4 |
| Fatigue | 37 |
| Physical Save | 29 |
| Spell Save | 30 |
| Mental Save | 29 |
Defense: Resistances
| Acid | + 15%( 70%) |
| Arcane | + 11%( 70%) |
| Cold | + 28%( 70%) |
| All | 0%( 70%) |
| Lightning | + 23%( 70%) |
| Light | + 42%( 70%) |
| Temporal | + 5%( 70%) |
| Physical | + 3%( 70%) |
| Mind | + 10%( 70%) |
| Fire | + 6%( 70%) |
| Nature | + 19%( 70%) |
Defense: Immunities
| Confusion Resistance | 22% |
| Stun Resistance | 33% |
| Instadeath Resistance | 100% |
| Blind Resistance | 29% |
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 283 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 61 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 130 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Crusader | 1.30 |
| 5/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 2/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Shield offense | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Celestial / Chants | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved talent Curse of Impotence (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * 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. | active |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed electric eel tail. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed skeleton mage skull. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Equipment
| On feet | Frost Treads (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Cun / +4 Wil Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(66 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Ivuvena the Prismpanic (0 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +1 Physical crit. chance: +2.0% Armour: +3 Fatigue: +5% Changes resistances: +10% mind Changes resistances penetration: +15% light Changes damage: +12% light Physical save: +3 (+2 eff.) Mental save: +13 (+7 eff.) Confusion immunity: +22% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Obsidian's kiss the elm wand of shielding [power 110] (16/20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes resistances penetration: +5% acid / +10% darkness / +5% nature Changes damage: +6% nature / +3% darkness It can be used to create a shield absorbing up to 110 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 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Isemileda the InfernoquellerCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +9% acid / +3% fire Changes resistances penetration: +25% fire Changes damage: +6% fire Stun/Freeze immunity: +23% Life regen: +1.00 Rings make your fingers look great! |
| On fingers | Beteba the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances penetration: +25% mind Critical mult.: +10.00% Physical save: +9 (+5 eff.) Spell save: +9 (+5 eff.) Mental save: +9 (+5 eff.) Mindpower: +10 (+5 eff.) Mental crit. chance: +2% Light radius: +3 Rings make your fingers look great! |
| Around waist | rough leather belt 'Glimmerwend'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% lightning / +5% temporal / +9% light Changes damage: +3% light A belt that goes around your waist. |
| In main hand | dwarven-steel battleaxe 'Winterkarma' (42-63 power, 2 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 42.0 - 63.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% Damage (radius 1) on hit: +20 cold Damage (radius 2) on crit: +4 cold When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 17 Changes resistances penetration: +15% nature / +5% cold Massive two-handed battleaxes. |
| On hands | dwarven-steel gauntlets 'Kindlepyre' (0 def, 2 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +10.0% Armour: +2 Fatigue: +3% Effects on melee hit: * 10% chance to reduce armor by 28% Changes resistances: +3% light / +3% fire Changes resistances penetration: +10% light Changes damage: +12% acid / +9% fire Critical mult.: +8.00% Spell crit. chance: +8% Mental crit. chance: +14% Light radius: +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Tarreleg the steel plate armour (0 def, 11 armour)Requires: - Massive armour training - Strength 28 Powered by arcane forces Infused by nature 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +11 Fatigue: +22% Changes resistances: +6% acid / +8% cold / +6% arcane / +3% physical Allows you to breathe in: water Spell save: +12 (+6 eff.) Life regen: +2.40 Stamina each turn: +0.50 Vim when firing critical spell: +1.00 Spellpower: +5 (+2 eff.) A suit of armour made of metal plates. |
| Cloak | linen cloak 'Swamp's kiss' (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 10% chance to slow global speed by 42% Changes stats: +3 Wil Changes resistances: +5% arcane Physical save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Stun/Freeze immunity: +10% Life regen: +2.00 Healing mod.: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | FlashstriderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +12 Changes resistances: +9% nature / +18% lightning Changes damage: +12% lightning Critical mult.: +14.00% Amulets make your neck look great! |
Inventory
Prismatic Rune (6 turns; lightning, physical, darkness, blight, acid)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 lightning, 3 physical, 4 darkness, 5 blight, 5 acid 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. |
shatter afflictions rune of the titan (absorb 37; 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 instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 37 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. 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. |
shielding rune of the duelist (absorb 326; dur 3; 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 326 damage for 3 turns. Its effects scale with your Dexterity 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. |
XeromiraInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str Physical save: +3 (+2 eff.) Stamina each turn: +1.00 Light radius: +3 See invisible: +6 Amulets make your neck look great! |
restful steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Life regen: +1.00 Amulets make your neck look great! |
Lisogatha the SplendoursinCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 8 mind Changes stats: +2 Str / +1 Dex Changes resistances: +3% light Stun/Freeze immunity: +23% Life regen: +2.00 Mental crit. chance: +2% Rings make your fingers look great! |
TiderainCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +6% blight / +6% light / +5% arcane Changes damage: +6% cold Stun/Freeze immunity: +22% Life regen: +2.00 Rings make your fingers look great! |
steel ring 'Voidmalice'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Damage when hit (Melee): 2 darkness Changes stats: +2 Str / +2 Con Changes resistances: +6% darkness Only die when reaching: -40.00 life Maximum stamina: +10.00 Rings make your fingers look great! |
Scorpionstar (33-53 power, 2 apr)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 33.0 - 52.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +14 nature When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 42% Changes resistances: +6% nature Changes resistances penetration: +5% lightning Changes damage: +3% nature Massive two-handed swords. |
Keroddagorn (6 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +6 (+6 eff.) Changes resistances: +9% lightning / +12% cold / +2% physical Physical save: +3 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Rags of the Sanctuary of light (+16%) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +16% light / +7% all Changes damage: +11% light A cloth vestment. It offers no intrinsic protection but can be enchanted. |
miner's pair of rough leather boots (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Infravision radius: +1 A pair of boots made of leather. |
pair of hardened leather boots 'Sungash' (15 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +3 Defense: +15 (+15 eff.) Changes stats: +3 Dex / +1 Cun / +3 Con Changes resistances: +9% light Changes damage: +9% blight Physical save: +13 (+7 eff.) Mental save: +15 (+8 eff.) A pair of boots made of leather. |
scholar's pair of iron boots of rushing (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +2 Str / +3 Con Changes damage: +10% blight Spellpower: +4 (+2 eff.) It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. It was corrupted by the digestive sack. |
Hathyrand the hardened leather gloves (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Changes resistances penetration: +5% mind Changes damage: +3% mind Spell save: +3 (+2 eff.) Life regen: +4.00 Stamina each turn: +0.70 Maximum stamina: +14.00 Maximum hate: +8.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Snow Giant Wraps (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 118.07 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Spellhunt Remnants (1 def, 2 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Changes stats: +2 Cun / +2 Wil Changes resistances penetration: +5% nature Changes damage: +5% nature Spell save: +4 (+2 eff.) Maximum life: +20.00 Mindpower: +4 (+2 eff.) Mental crit. chance: +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. It can be used to destroy an arcane item (of a higher tier than the gauntlets) Activation costs 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
umbral rough leather gloves (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 7 darkness Changes resistances: +5% darkness Changes damage: +3% darkness Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Duryhir (20 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Defense: +20 (+18 eff.) Fatigue: +5% Changes resistances: +10% light / +10% darkness / +5% arcane Changes resistances penetration: +10% arcane Critical mult.: +5.00% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Galle the Quenchwind (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +5% lightning / +6% temporal / +3% nature / +1% physical Maximum life: +80.00 A pointy cloth hat, very wizardly... |
Steel Helm of Garkul (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+6 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+6 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
iron shield (0 def, 2 armour, 10-11 power, 16 block)Requires: - Shield usage training - Strength 11 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 9.5 - 11.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +16 When wielded/worn: Armour: +2 Fatigue: +8% Talent granted: +1 Block Handheld deflection devices. |
6 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
139 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
woodsman's iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
alchemist's lamp 'Galyyasalen'Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Defense: +5 (+5 eff.) Changes stats: +1 Dex / +4 Wil / +3 Cun / +1 Con Changes damage: +8% mind / +3% physical Critical mult.: +15.00% Stamina each turn: +3.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
7 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Don't laugh, but the Higher Sun Paladin level 16
54th Dusk 122nd year of Ascendancy at 11:24 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Don't laugh, but the Higher Sun Paladin level 10
7th Mirth 122nd year of Ascendancy at 14:54 see stats
Lost in translation (Nightmare (Adventure) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Don't laugh, but the Higher Sun Paladin level 4
77th Pyre 122nd year of Ascendancy at 17:13 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Don't laugh, but the Higher Sun Paladin level 8
1st Mirth 122nd year of Ascendancy at 20:04 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Don't laugh, but the Higher Sun Paladin level 16
4th Haze 122nd year of Ascendancy at 18:38 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Don't laugh, but the Higher Sun Paladin level 18
15th Haze 122nd year of Ascendancy at 07:18 see stats
Log
Xeruvea the broken golem hits Don't laugh, but for 57 physical, 11 fire (68 total damage).
Bethada the alchemist golem damages himself through Martyrdom!
Bethada the alchemist golem's Shoot hits Don't laugh, but for 45 physical, 4 physical, 4 cold (54 total damage).
Don't laugh, but hits Bethada the alchemist golem for 5 physical, 0 physical, 0 cold (5 total damage).
LIFE LOST WARNING!
Don't laugh, but activates Second Life.
Bethada the alchemist golem is no longer influenced by martyrdom.
Xeruvea the broken golem's Beyond the Flesh hits Don't laugh, but for 47 physical, 11 fire (58 total damage).
Talent Infusion: Healing is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Absorption Strike is ready to use.
Deadly Poison from Bethada the alchemist golem hits Don't laugh, but for 30 nature damage.
Bethada the alchemist golem casts Eye Beam.
Don't laugh, but deactivates Second Life.
Don't laugh, but has been healed by a blast of positive energy!
Today is the 16th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Bethada the alchemist golem hits Don't laugh, but for 0 fire damage.
Don't laugh, but receives 130 healing.
Xeruvea the broken golem hits Don't laugh, but for 57 physical, 11 fire (68 total damage).
Don't laugh, but casts Absorption Strike.
Xeruvea the broken golem is drained from light!
Melee retaliation hits Don't laugh, but for 2 acid damage.
Don't laugh, but hits Bethada the alchemist golem for 255 physical, 22 light (277 total damage).
Don't laugh, but hits Xeruvea the broken golem for 17 light, 25 cold (42 total damage).
Xeruvea the broken golem's Beyond the Flesh hits Don't laugh, but for 39 physical, 9 fire (47 total damage).
Don't laugh, but killed Bethada the alchemist golem!
Deadly Poison from Bethada the alchemist golem hits Don't laugh, but for 30 nature damage.
Don't laugh, but the level 19 higher sun paladin was treehugged to death by Bethada the alchemist golem on level 1 of Golem Graveyard.




























































































