










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Bulwark |
| Level / Exp | 27 / 73% |
| Size | medium |
| Lifes / Deaths | Killed by snow giant thunderer at level 15 on the 14th Dusk 122nd year of Ascendancy at 03:55 0 / 7Killed by losselhing at level 21 on the 67th Dusk 122nd year of Ascendancy at 09:19 Killed by skeleton warrior at level 23 on the 70th Dusk 122nd year of Ascendancy at 21:32 Killed by Golbug the Destroyer at level 25 on the 6th Haze 122nd year of Ascendancy at 10:10 Killed by Golbug the Destroyer at level 26 on the 6th Haze 122nd year of Ascendancy at 11:28 Killed by orc necromancer at level 27 on the 71st Haze 122nd year of Ascendancy at 23:17 Killed by orc blood mage at level 27 on the 72nd Haze 122nd year of Ascendancy at 06:45 |
Primary Stats
| Strength | 67 (base 43) |
| Dexterity | 45 (base 38) |
| Constitution | 54 (base 34) |
| Magic | 13 (base 13) |
| Willpower | 29 (base 10) |
| Cunning | 19 (base 12) |
Resources
| Life | -155/952 |
| Stamina | 270/270 |
| Healing Factor | 1.344642857143 |
| Regeneration | 96.634308578356 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 6 |
| See Stealth | 29.641450861482 |
| See Invisible | 29.641450861482 |
Offense: Mainhand
| Damage | 110 |
| Accuracy | 47 |
| Crit Chance | 17% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 4.3333333333333 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +9% |
| Blight | +18% |
| Physical | +5% |
| Acid | +12% |
| All | 0% |
Offense: Damage Penetration
| Cold | +20% |
Defense: Base
| Armour (hardiness) | 117.72307323196 (100%) |
| Defense | 39 |
| Ranged Defense | 46 |
| Fatigue | 62 |
| Physical Save | 48 |
| Spell Save | 37 |
| Mental Save | 29 |
Defense: Resistances
| Acid | + 17%( 70%) |
| Blight | 0%( 70%) |
| Physical | -17%( 70%) |
| Cold | -1%( 70%) |
| All | -26%( 70%) |
| Darkness | -15%( 70%) |
| Temporal | -19%( 70%) |
| Mind | -15%( 70%) |
| Fire | -10%( 70%) |
| Lightning | -22%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
| Bleed Resistance | 10% |
| Blind Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 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 21% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 314 life over 5 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse 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 15. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 31%, your defense is increased by 31 and all your resistances by 31%. Its effects scale with your Strength stat. |
Class Talents
| Technique / Superiority | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Battle tactics | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Shield offense | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Archery training | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 5/5 |
| 2/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Effects
| detrimental effect | The target is on fire, taking 28.40 fire damage per turn. Burning |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The target is cursed, reducing all resistances by 22%. Curse of Vulnerability |
| beneficial effect | A flow of life spins around the target, regenerating 62.72 life per turn. Regeneration |
| detrimental effect | Target is drenched with magical water, halving its stun resistance. Wet |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Dexterity by +1. | done |
You failed to protect the lost anorithil from death by skeleton archer. Escort: lost anorithil (level 5 of Dreadfell) | failed |
You failed to protect the lost anorithil from death by fire drake. Escort: lost anorithil (level 6 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by orc grand master assassin. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lost sun paladin from death by copperhead snake. Escort: lost sun paladin (level 2 of Trollmire) | failed |
You failed to protect the lost warrior from death by snow giant. Escort: lost warrior (level 1 of Daikara) | failed |
You failed to protect the lost warrior from death by vampire. Escort: lost warrior (level 4 of Dreadfell) | failed |
You failed to protect the repented thief from death by master vampire. Escort: repented thief (level 2 of Dreadfell) | failed |
You successfully escorted the temporal explorer to the recall portal on level 8 of Dreadfell. Escort: temporal explorer (level 8 of Dreadfell)As a reward you gained talent category Chronomancy / Chronomancy (at mastery 0.80). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Equipment
| On feet | Branuregodan (5 def, 8 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +6 (+2 eff.) Armour: +8 Defense: +5 (+2 eff.) Ranged Defense: +5 (+2 eff.) Fatigue: +3% Changes stats: +2 Dex / +6 Con Stamina each turn: +1.20 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | nightwalker's alchemist's lamp of the zealotInfused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+2 eff.) Changes stats: +5 Wil Changes resistances: +3% all Critical mult.: +12.00% Spell save: +5 (+3 eff.) Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | hardened leather cap 'Gunaharatir' (0 def, 3 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +2 (+1 eff.) Physical power: +3 (+1 eff.) Armour: +3 Fatigue: +3% Changes stats: +4 Str / +4 Dex / +6 Wil / +3 Cun / +5 Con Changes resistances: +7% blight Mental save: +7 (+4 eff.) Only die when reaching: -20.00 life Mindpower: +4 (+2 eff.) Healing mod.: +5% A cap made of leather. |
| On hands | dwarven-steel gauntlets 'Gadheda' (0 def, 8 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +9 (+2 eff.) Armour: +8 Changes stats: +4 Str Changes damage: +18% blight Blindness immunity: +10% Disease immunity: +30% Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Sparksteel [power 157] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +9% mind / +3% lightning Maximum wards: +2 lightning / +2 temporal / +2 blight / +1 fire / +3 cold Changes damage: +9% lightning Talent granted: +1 Ward It can be used to fire a bolt of a random element with (base) damage 78 to 157, putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+4 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
| On fingers | gladiator's gold ring of corrosion (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +10 (+3 eff.) Changes stats: +5 Str / +5 Con Changes resistances: +24% acid Changes damage: +12% acid Rings can have magical properties. |
| Around neck | insulating gold amulet of strength (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Str Changes resistances: +10% cold / +13% fire Amulets can have magical properties. |
| In main hand | Blood-Letter (33-46.2 power, 4.5 apr)Requires: - Strength 40 - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 3 Base power: 33.0 - 46.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Ice Breath (15% chance level 2). Damage conversion: 50% ice When wielded/worn: Armour: +20 Changes resistances penetration: +20% cold Ice block penetration: +25% A hand axe carved out of the most frozen parts of the northern wasteland. |
| Around waist | hardened leather belt 'Dairudradas'Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +6 Changes resistances: +10% acid / +6% temporal / +9% darkness / +14% blight Blindness immunity: +10% Cut immunity: +10% Only die when reaching: -20.00 life A belt that goes around your waist. |
| In off hand | Titanic (20 def, 18 armour, 48-57.6 power, 320 block)Requires: - Strength 37 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 48.0 - 57.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +320 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 (+7 eff.) Ranged Defense: +10 (+4 eff.) Fatigue: +30% Talent granted: +4 Block This shield made of the darkest stralite is huge, heavy and very solid. |
| Cloak | cashmere cloak 'Githa' (8 def, 13 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +13 Defense: +8 (+3 eff.) Ranged Defense: +6 (+2 eff.) Changes resistances: +10% cold / +2% physical Physical save: +6 (+2 eff.) Maximum stamina: +45.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | fortifying stralite plate armour of command (14 def, 19 armour)Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +19 Defense: +14 (+5 eff.) Fatigue: +26% Changes stats: +3 Str / +4 Cun / +4 Con Mental save: +16 (+8 eff.) Maximum life: +48.00 A suit of armour made of metal plates. |
Inventory
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
glacial dwarven-steel battleaxe of amnesia (31-46.5 power, 2 apr)Requires: - Strength 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 31.0 - 46.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown Burst (radius 2) on crit: +14 ice When wielded/worn: Armour: +12 Changes resistances penetration: +10% cold Massive two-handed battleaxes. |
Moon (30-39 power, 30 apr)Requires: - Dexterity 24 - Cunning 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The moon shines alone in a starless sky. Base power: 30.0 - 39.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +30 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +20 darkness / +0 % chance of confusion When wielded/worn: Changes damage: +10% darkness Light radius: -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Star (25-32.5 power, 20 apr)Requires: - Dexterity 24 - Cunning 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The star shines alone in a moonless sky. Base power: 25.0 - 32.5 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 100% Damage (Melee): +20 light / +0 blinding When wielded/worn: Changes damage: +10% light Light radius: +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
Treepierce (8-8.8 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.0 - 8.8 Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * Slows global speed by 40% Damage (Melee): +12 nature When wielded/worn: Changes stats: +4 Wil Changes resistances: +6% fire Changes damage: +15% fire Physical save: +5 (+2 eff.) Mindpower: +6 (+3 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+2 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Spellhunt Remnants (1 def, 2 armour)Requires: - Talent 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.) Spell save: +4 (+2 eff.) Mindpower: +4 (+2 eff.) Mental crit. chance: +1% It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 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. |
Nerema the stralite mail armour (4 def, 15 armour)Requires: - Strength 38 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +15 Defense: +4 (+2 eff.) Fatigue: +11% Damage when hit (Melee): 12 mind Changes resistances: +18% acid Physical save: +9 (+3 eff.) Mental save: +26 (+12 eff.) Life regen: +1.90 Psi when hit: +0.12 Maximum life: +59.00 Mindpower: +6 (+3 eff.) Healing mod.: +18% A suit of armour made of mail. |
128 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. |
Dayravage (dig speed 24 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Effects on melee hit: * 15% chance to inflict 15% damage reduction Changes stats: +2 Str Changes resistances: +3% light / +15% darkness Changes resistances penetration: +20% light Changes damage: +6% light Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (83 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 2 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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. |
Skull of the Rat LichPowered by arcane forces 1.00 Encumbrance. [Unique] Type: tool / skull ; tier 3 When wielded/worn: Damage when hit (Melee): 12 darkness Spellpower: +10 (+3 eff.) Spell crit. chance: +4% It can be used to raise one or two undead rats to fight beside you, costing 70 power out of 70/70. This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. |
ash totem of thorny skin [power 25] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to harden the skin for 7 turns increasing armour by 25 and armour hardiness by 40%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Akaisbo the Cornac Bulwark level 24
76th Dusk 122nd year of Ascendancy at 15:21 see stats
Ay ay captain!
Turn into a pirate!By Akaisbo the Cornac Bulwark level 27
52nd Haze 122nd year of Ascendancy at 05:02 see stats
Brave new world
Went to the Far East and took part in the war.By Akaisbo the Cornac Bulwark level 27
11st Haze 122nd year of Ascendancy at 03:53 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Akaisbo the Cornac Bulwark level 26
6th Haze 122nd year of Ascendancy at 11:25 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By Akaisbo the Cornac Bulwark level 14
12nd Dusk 122nd year of Ascendancy at 16:08 see stats
Exterminator
Killed 1000 creatures.By Akaisbo the Cornac Bulwark level 18
41st Dusk 122nd year of Ascendancy at 20:37 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Akaisbo the Cornac Bulwark level 17
33rd Dusk 122nd year of Ascendancy at 23:00 see stats
Level 10
Got a character to level 10.By Akaisbo the Cornac Bulwark level 10
3rd Mirth 122nd year of Ascendancy at 16:16 see stats
Level 20
Got a character to level 20.By Akaisbo the Cornac Bulwark level 20
64th Dusk 122nd year of Ascendancy at 21:06 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Akaisbo the Cornac Bulwark level 26
6th Haze 122nd year of Ascendancy at 13:10 see stats
The Rat Lich
Killed the terrible Rat Lich.By Akaisbo the Cornac Bulwark level 11
5th Mirth 122nd year of Ascendancy at 19:26 see stats
The secret city
Discovered the truth about mages.By Akaisbo the Cornac Bulwark level 14
1st Flare 122nd year of Ascendancy at 07:11 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By Akaisbo the Cornac Bulwark level 10
3rd Mirth 122nd year of Ascendancy at 22:05 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Akaisbo the Cornac Bulwark level 19
49th Dusk 122nd year of Ascendancy at 18:30 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Akaisbo the Cornac Bulwark level 23
71st Dusk 122nd year of Ascendancy at 01:09 see stats
Log
Orc blood mage casts Blood Grasp.
Orc warrior misses Akaisbo.
You collect a new ingredient: orc heart (1).
Akaisbo hits Orc warrior for 64 cold, 68 physical (132 total damage).
Akaisbo killed Orc warrior!
Orc blood mage receives 125 healing from Akaisbo.
Orc blood mage's Blood Grasp hits Akaisbo for 232 blight damage.
Orc blood mage casts Soul Rot.
Orc blood mage's spell attains critical power!
Orc corruptor casts Rune: Biting Gale.
Akaisbo is encased in ice!
Orc blood mage casts Soul Rot.
Orc corruptor hits Akaisbo for 110 cold damage.
Orc blood mage's Soul Rot hits Akaisbo for (87 to ice), 131 blight (131 total damage).
Akaisbo is free from the ice.
Akaisbo has recovered!
Orc blood mage's Soul Rot hits Akaisbo for (158 to ice), 237 blight (237 total damage).
Orc blood mage casts Rune: Invisibility.
Orc blood mage vanishes from sight.
Orc corruptor casts Rune: Heat Beam.
Akaisbo is on fire!
Orc blood mage calms down.
Orc blood mage casts Blood Grasp.
Akaisbo uses Infusion: Regeneration.
Akaisbo starts regenerating health quickly.
Orc blood mage roars triumphantly.
Saving game...











































































