









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Ashes of Urh'Rok 1.5.0Official 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 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official 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 1.5.4Donators/Buyers bonus! Forbidden Cults 1.5.9Official 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 | Insane Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Sun Paladin |
| Level / Exp | 21 / 100% |
| Size | medium |
| Lifes / Deaths | Killed by Yvatta the thief at level 9 on the 79th Pyre 122nd year of Ascendancy at 14:00 0 / 6Killed by Zubemina the cave bear at level 10 on the 1st Mirth 122nd year of Ascendancy at 06:22 Killed by Layoda the cutpurse at level 20 on the 2nd Haze 122nd year of Ascendancy at 01:19 Killed by Layoda the cutpurse at level 20 on the 2nd Haze 122nd year of Ascendancy at 10:53 Killed by Xemina the corrupted dendritic hemospinner at level 21 on the 5th Haze 122nd year of Ascendancy at 02:47 Killed by MMMattooo at level 21 on the 5th Haze 122nd year of Ascendancy at 02:52 |
Primary Stats
| Strength | 45 (base 40) |
| Dexterity | 15 (base 10) |
| Constitution | 24 (base 12) |
| Magic | 57 (base 50) |
| Willpower | 18 (base 10) |
| Cunning | 14 (base 10) |
Resources
| Life | 640/640 |
| Mana | 260/260 |
| Positive | 109/110 |
| Healing Factor | 1.6782474226805 |
| Regeneration | 8.9786237113405 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 2 |
| See Invisible | 9 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc |
Offense: Mainhand
| Damage | 34 |
| Accuracy | 21 |
| Crit Chance | 16% |
| APR | 13 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 44 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Mind
| Mindpower | 18 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +9% |
| Light | +84% |
| Darkness | +6% |
| Arcane | +9% |
| Mind | +9% |
| All | 0% |
Offense: Damage Penetration
| Fire | +5% |
| Arcane | +10% |
Defense: Base
| Armour (hardiness) | 46.434838062803 (84.180064308682%) |
| Defense | 10 |
| Ranged Defense | 15 |
| Fatigue | 22 |
| Physical Save | 30 |
| Spell Save | 31 |
| Mental Save | 23 |
Defense: Resistances
| Nature | + 23%( 70%) |
| Lightning | + 10%( 70%) |
| Light | + 48%( 70%) |
| Cold | + 23%( 70%) |
| Blight | + 23%( 70%) |
| Arcane | + 7%( 70%) |
| Fire | + 10%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Stun Resistance | 23% |
| Instadeath Resistance | 100% |
| Blind Resistance | 80% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 385 damage for 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 159 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 354% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or mental effect and reduce all damage taken by 30% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Sun | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Celestial / Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Radiance | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Chants | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Spell / Staff combat | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 1/5 |
| 4/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by Lady Zoisla the Tidebringer. Escort: repented thief (level 2 of Scintillating Caves) | failed |
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 |
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 AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed length of troll intestine. * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed sandworm tooth. * You've found the needed bloated horror heart. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * You've found the needed chunk of ghoul flesh. * You've found the needed red crystal shard. | active |
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 |
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 | miner's pair of voratun boots of uncanny dodging (4 def, 14 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +14 Defense: +4 (+4 eff.) Ranged Defense: +5 (+5 eff.) Fatigue: +4% Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +41.00 Light radius: +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Glimmerhash the rough leather cap (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +4 Armour: +1 Fatigue: +1% Effects on melee hit: * 30% chance to blind Changes stats: +3 Cun / +3 Dex Changes damage: +3% mind / +18% light Light radius: +1 A cap made of leather. |
| Tool | Layann the Brightravage [power 1] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to blind Changes resistances: +9% light / +3% fire Changes resistances penetration: +5% fire Changes damage: +9% light Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle It can be used to remove up to 1 poisons or diseases from a target within range 6 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | SplendourshineCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 8 darkness / 12 light Changes resistances: +15% light Changes damage: +12% light / +6% darkness Stun/Freeze immunity: +23% Life regen: +2.40 Rings can have magical properties. |
| On fingers | mule's copper ring of light (+22%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +22% light Changes damage: +11% light Maximum encumbrance: +22 Rings can have magical properties. |
| Around waist | Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | elven-wood starstaff of blasting (25-30 power, 5 apr, light element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% light Talent granted: +1 Command Staff Spellpower: +17 (+6 eff.) Spell crit. chance: +10% It can be used to unleash an elemental blastwave, dealing 34.43 to 41.31 light damage in a radius 5 around the user, putting all charms on cooldown for 10 turns. Staves designed for wielders of magic, by the greats of the art. |
| On hands | hardened leather gloves of dispersion (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 7 arcane Changes stats: +5 Wil / +5 Mag Changes resistances: +3% arcane It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Poranne the Arcbore (4 def, 17 armour)Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +17 Defense: +4 (+4 eff.) Fatigue: +22% Changes resistances: +6% lightning Changes resistances penetration: +10% arcane Changes damage: +9% arcane / +9% lightning Life regen: +2.70 Maximum life: +100.00 Healing mod.: +27% A suit of armour made of metal plates. |
| Cloak | Bethubeth the Glintsever (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +3 (+1 eff.) Armour penetration: +4 Defense: +1 (+1 eff.) Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 12 light Changes stats: +1 Cun / +2 Dex Changes damage: +6% mind / +9% light A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | steel amulet 'Infernobrace'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Str / +2 Mag / +12 Con Changes resistances: +3% fire Grants telepathy: Humanoid/Orc Physical save: +16 (+8 eff.) Spell save: +16 (+8 eff.) Mental save: +16 (+8 eff.) See invisible: +9 Amulets can have magical properties. |
Inventory
This item will automatically be transmogrified when you leave the level.wild infusion of the wizard (resist 24%; cure magical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 24% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.phase door rune (range 7; power 15; dur 4) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 7. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.phase door rune of the wizard (range 11; power 27; dur 3) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 11. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 27%, your defense is increased by 27 and all your resistances by 27%. Its effects scale with your Magic 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 ability. |
teleportation rune of the titan (range 63)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 63 with a minimum range of 15. 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 ability. |
This item will automatically be transmogrified when you leave the level.vision rune of the sneak (radius 10; dur 18; see horror) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (10 radius) and to allow you to see invisible and stealthed creatures (power 21) for 18 turns. Your mind will become more receptive for 18 turns, allowing you to sense any horror around. Its effects scale with your Cunning 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 ability. |
ZudinInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -6% Changes stats: +4 Dex / +7 Wil / +3 Cun / +6 Con Changes damage: +3% arcane Mental save: +6 (+3 eff.) Confusion immunity: +11% Life regen: +0.50 Stamina each turn: +0.40 Vim when firing critical spell: +1.00 Mindpower: +6 (+4 eff.) Movement speed: +10% Damage Shield penetration: +20% Amulets can have magical properties. |
clarifying copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% mind Confusion immunity: +21% Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level.restful steel amulet of magic (+2) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +2 Mag Life regen: +1.30 Amulets can have magical properties. |
XerenaInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +3.0% Physical power: +8 (+4 eff.) Changes resistances: +2% physical Mental save: +7 (+4 eff.) Confusion immunity: +28% Life regen: +0.60 Healing mod.: +10% Rings can have magical properties. |
psionicist's copper ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +12 (+6 eff.) Confusion immunity: +20% Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.flaming steel greatmaul of phasing (29.5-44.25 power, 9 apr) Requires: - Strength 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 29.5 - 44.3 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Crit. chance: +1.0% Attack speed: 100% Damage Shield penetration (this weapon only): +20% Burst (radius 1) on hit: +13 fire Massive two-handed mauls. |
iron greatsword (15.5-24.8 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 15.5 - 24.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.thought-forged dwarven-steel greatsword of erosion (35.5-56.8 power, 2 apr) Requires: - Strength 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 35.5 - 56.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 14% chance to cause random gloom Damage (Melee): +7 mind / +12 temporal / +7 nature When wielded/worn: Changes stats: +5 Cun / +3 Wil Massive two-handed swords. |
voratun greatsword 'Elaba' (81-129.6 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 81.0 - 129.6 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to corrode armour by 30% * 40% chance to daze at end of turn On weapon crit: * cripple the target Damage (Melee): +16 acid / +8 arcane When wielded/worn: Physical crit. chance: +19.0% Changes stats: +5 Str / +5 Dex / +3 Mag / +6 Wil / +5 Cun / +6 Con Changes resistances penetration: +21% lightning / +5% mind Changes damage: +6% arcane Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.mighty ash longbow Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 When wielded/worn: Physical power: +11 (+6 eff.) Changes stats: +3 Str Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.steel longsword of erosion (15.5-21.7 power, 3 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 15.5 - 21.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +7 nature / +5 temporal Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.Armadunantir the Magmaglory (15-18 power, 3 apr, light element) Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +12 fire When wielded/worn: Damage when hit (Melee): 16 fire Changes stats: +4 Con Changes resistances: +6% fire Changes resistances penetration: +10% fire Changes damage: +6% fire / +9% arcane / +15% light Talent granted: +1 Command Staff Life regen: +0.80 Spellpower: +11 (+4 eff.) Spell crit. chance: +2% Healing mod.: +14% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.Chysamnir the dwarven-steel waraxe (19.5-27.3 power, 4 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Base power: 19.5 - 27.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 3). On weapon hit: * 10% chance to disease Damage Shield penetration (this weapon only): +20% Damage (Melee): +6 blight / +13 cold / +8 arcane When wielded/worn: Accuracy: +7 (+3 eff.) Defense: +7 (+7 eff.) Changes stats: +2 Wil Disease immunity: +21% Disarm immunity: +28% Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +4 (+2 eff.) One-handed war axes. |
Furnacespiker the stralite waraxe (33-46.2 power, 5 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 33.0 - 46.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 24% chance to disease Damage (Melee): +25 blight / +12 fire Burst (radius 2) on crit: +12 fire When wielded/worn: Changes resistances penetration: +15% blight Critical mult.: +20.00% Maximum vim: +30.00 Spellpower: +8 (+3 eff.) Spell crit. chance: +10% One-handed war axes. |
DurogundCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Con Changes damage: +9% acid Reduced damage from: +17% Summoned Grants telepathy: Dragon Humanoid/Orc A belt that goes around your waist. |
hardened leather belt of unlifePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
cashmere cloak 'Xanathra' (10 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+10 eff.) Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 8 blight / 20 mind Changes resistances: +12% mind / +9% blight Changes resistances penetration: +25% blight Changes damage: +15% mind Physical save: +11 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
kruk cloak (2 def, 0 armour)2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) A stylish kruk-style cloak, to look awesome. |
linen cloak 'Delurand' (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Wil Changes resistances: +5% arcane Spell save: +8 (+4 eff.) Mental save: +6 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +8 Damage Shield penetration: +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Broduregoldir the hardened leather gloves (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +14 (+7 eff.) Armour: +2 Changes stats: +4 Dex Changes resistances: +6% mind / +5% arcane Changes resistances penetration: +10% arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
alchemist's hardened leather gloves of magic (+4) (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 4 acid / 5 fire / 3 lightning / 3 cold Changes stats: +2 Wil / +4 Mag Changes damage: +4% arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
psychic's voratun gauntlets of dexterity (+4) (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +16 (+8 eff.) Armour: +3 Damage (Melee): 10 mind Changes stats: +4 Dex Changes resistances: +8% mind Changes damage: +10% mind Metal gloves protecting the hands up to the middle of the lower arm. |
Naturequell (2 def, 4 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +6 (+3 eff.) Armour: +4 Defense: +2 (+2 eff.) Changes stats: +2 Dex / +3 Con Changes resistances: +15% nature Only die when reaching: -40.00 life Maximum life: +20.00 It can be used to activate talent Stone Wall, placing all other charms into a 80 cooldown : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 5 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 79.32 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
Runayagorn the iron helm (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Cun / +2 Wil Changes resistances: +6% cold Grants telepathy: Humanoid/Orc Allows you to breathe in: water Mental save: +3 (+2 eff.) Equilibrium when hit: +0.04 Hate when firing a critical mind attack: +5.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron mail armour of Eyal (2 def, 4 armour)Requires: - Strength 14 - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +12% Life regen: +1.20 Maximum life: +42.00 Healing mod.: +13% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.rejuvenating dwarven-steel mail armour of fire resistance (3 def, 8 armour) Requires: - Strength 28 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+3 eff.) Fatigue: +16% Changes resistances: +19% fire Life regen: +3.40 Stamina each turn: +0.50 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.shocking dwarven-steel shield (8 def, 2 armour, 26-31.2 power, 84 block) Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 26.0 - 31.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.5% Block value: +84 On weapon hit: * 15% chance to daze at end of turn When wielded/worn: Armour: +2 Defense: +8 (+8 eff.) Ranged Defense: +8 (+6 eff.) Fatigue: +12% Damage (Melee): 7 lightning Damage when hit (Melee): 11 lightning Talent granted: +3 Block Handheld deflection devices. |
7 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. |
384 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. |
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. |
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. |
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. |
iron pickaxe 'Zahir' (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +1 Str / +2 Cun / +1 Mag Changes resistances: +6% mind Vim when firing critical spell: +1.00 Maximum mana: +80.00 Spellpower: +2 (+1 eff.) Infravision radius: +2 Damage Shield penetration: +40% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 39 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. |
survivor's brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +5 (+2 eff.) Light radius: +2 Healing mod.: +11% 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. |
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, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Xurann [power 41] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Fatigue: -4% Changes stats: +5 Dex / +6 Con Reduces incoming crit damage: 15.00% It can be used to harden the skin for 7 turns increasing armour by 41 and armour hardiness by 50%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
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. |
7 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. |
3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 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 (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By MMMattooo the Cornac Sun Paladin level 11
1st Flare 122nd year of Ascendancy at 06:22 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By MMMattooo the Cornac Sun Paladin level 10
79th Pyre 122nd year of Ascendancy at 22:50 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By MMMattooo the Cornac Sun Paladin level 20
77th Dusk 122nd year of Ascendancy at 03:41 see stats
Lost in translation (Insane (Adventure) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By MMMattooo the Cornac Sun Paladin level 8
79th Pyre 122nd year of Ascendancy at 11:51 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By MMMattooo the Cornac Sun Paladin level 17
34th Dusk 122nd year of Ascendancy at 17:12 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By MMMattooo the Cornac Sun Paladin level 14
8th Dusk 122nd year of Ascendancy at 06:39 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By MMMattooo the Cornac Sun Paladin level 18
72nd Dusk 122nd year of Ascendancy at 18:13 see stats
Log
Corrupted acidic digestor's acid area effect hits Belurimilaith the corrupted protoplasmic controller for 10 acid damage.
Corrupted acidic digestor's acid area effect hits Xemina the corrupted dendritic hemospinner for 18 acid damage.
Corrupted acidic digestor's acid area effect hits Eilinitha the corrupted protoplasmic controller for 20 acid damage.
Corrupted acidic digestor's acid area effect hits Bloated ooze for (6 to ice), 9 acid, (4 to ice) (9 total damage).
Bethama the corrupted plasmic disruptor uses Shield Pummel.
MMMattooo is stunned!
Bethama the corrupted plasmic disruptor shares damage with his oozes!
Bethama the corrupted plasmic disruptor hits MMMattooo for 8 physical, 19 lightning, 9 light, 10 physical, 19 lightning, 9 light (74 total damage).
MMMattooo hits Bethama the corrupted plasmic disruptor for (20 turned into osmosis), 35 light, (8 turned into osmosis), 8 darkness, (18 turned into osmosis), 18 light, (4 turned into osmosis), 4 darkness (65 total damage).
Bloated ooze is free from the ice.
Xemina the corrupted dendritic hemospinner uses Slash.
MMMattooo hits Xemina the corrupted dendritic hemospinner for 14 light, 3 darkness (16 total damage).
Xemina the corrupted dendritic hemospinner hits MMMattooo for 251 physical damage.
MMMattooo the level 21 cornac sun paladin was battered to death by Xemina the corrupted dendritic hemospinner on level 1 of inside a giant tentacle.
You have no more lives left.
MMMattooo is not stunned anymore.
MMMattooo is no longer dominated.
MMMattooo feels pain again.
MMMattooo has finished recovering.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Xemina the corrupted dendritic hemospinner killed MMMattooo!
Talent Command Staff is ready to use.
Talent Suncloak is ready to use.
Talent Judgement is ready to use.
Talent Sun Ray is ready to use.
Saving done.
Saving game...































































































