















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Possessor Bonus Class 1.7.0Donators/Buyers bonus! Items Vault 1.7.0Donators/Buyers bonus! Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Summoner |
| Level / Exp | 36 / 84% |
| Size | medium |
| Lifes / Deaths | Killed by rogue at level 13 on the 29th Dusk 122nd year of Ascendancy at 19:50 1 / 7Killed by Mahdemiosi the shalore at level 15 on the 41st Dusk 122nd year of Ascendancy at 21:44 Killed by worm that walks at level 18 on the 70th Dusk 122nd year of Ascendancy at 13:33 Killed by worm that walks at level 18 on the 70th Dusk 122nd year of Ascendancy at 19:34 Killed by Salirana the vampire at level 18 on the 72nd Dusk 122nd year of Ascendancy at 00:11 Killed by Salirana the vampire at level 18 on the 72nd Dusk 122nd year of Ascendancy at 01:15 Killed by poison spore at level 26 on the 2nd Pyre 123rd year of Ascendancy at 07:42 |
| Antimagic | Follower |
Primary Stats
| Strength | 18 (base 11) |
| Dexterity | 16 (base 11) |
| Constitution | 49 (base 31) |
| Magic | 10 (base 10) |
| Willpower | 92.578954359404 (base 60) |
| Cunning | 101.5789543594 (base 57) |
Resources
| Life | 871/871 |
| Equilibrium | 58 |
| Healing Factor | 1.4132873839945 |
| Regeneration | 13.072908301949 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 4 |
| Infravision | 7 |
| See Stealth | 78.335308288707 |
| See Invisible | 84.335308288707 |
Offense: Mainhand
| Damage | 98 |
| Accuracy | 54 |
| Crit Chance | 43% |
| APR | 62 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 93 |
| Accuracy | 54 |
| Crit Chance | 41% |
| APR | 35 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 40% |
| Speed | 1 |
Offense: Mind
| Mindpower | 69 |
| Crit Chance | 54% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +6% |
| Fire | +57% |
| Nature | +3% |
| Cold | +14% |
| Physical | +13% |
| Mind | +5% |
| All | 0% |
Offense: Damage Penetration
| Fire | +25% |
| Mind | +10% |
| Physical | +10% |
| Cold | +14% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 19 (30%) |
| Defense | 49 |
| Ranged Defense | 49 |
| Fatigue | 0 |
| Physical Save | 45 |
| Spell Save | 47 |
| Mental Save | 68 |
Defense: Resistances
| Acid | + 43%( 70%) |
| Blight | + 25%( 70%) |
| Physical | + 40%( 70%) |
| Cold | + 32%( 70%) |
| All | + 21%( 70%) |
| Darkness | + 29%( 70%) |
| Lightning | + 34%( 70%) |
| Mind | + 33%( 70%) |
| Fire | + 58%( 70%) |
| Nature | + 29%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Bleed Resistance | 20% |
| Confusion Resistance | 98% |
| Instadeath Resistance | 100% |
| Blind Resistance | 19% |
Inscriptions (4/4)
| Infusions | Effective talent level: 2.5 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 19% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse 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 physical effect and reduce all damage taken by 37% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 2.5 Infusion: MovementUse 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 increase movement speed by 724% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. 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: 2.5 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -657 life. The duration and life will increase by 1% for every 1% life you have lost (currently 657 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
Class Talents
| Wild-gift / Summoning (melee) | 1.40 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Summoning (advanced) | 1.40 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Summoning (utility) | 1.40 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Summoning (distance) | 1.60 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Summoning (augmentation) | 1.40 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 3/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 4/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Master Summoner |
| talent | Psiblades |
| talent | Elemental Harmony |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers but not in time to save any of the captive Krogs. * You have killed the necromancers and saved some of the Krogs. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | failed |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved Cunning by +5. | done |
You failed to protect the lone alchemist from death by bee swarm. Escort: lone alchemist (level 4 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 8 of Dreadfell. Escort: lone alchemist (level 8 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved Constitution by +5. | done |
You failed to protect the lost warrior from death by Salirana the vampire. Escort: lost warrior (level 3 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you improved Constitution by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 6 of Dreadfell. Escort: worried loremaster (level 6 of Dreadfell)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * 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 Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 244. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of avoidance. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 |
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 |
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 | 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 (+1 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 16 power out of 20/20) : Effective talent level: 5.4 Power cost: 16 out of 20/20. Range: 7 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 7 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
| Quiver | pouch of iron shots (22/22, 12-15 power, 1 apr)Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 12.5 - 15.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +4.0% Capacity: 22 Shots are used with slings to pummel your foes to death. |
| Light source | BetoldaraInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +5 Cun / +2 Con Critical mult.: +5.00% Mental save: +5 (+1 eff.) Equilibrium when hit: +0.04 Light radius: +3 Infravision radius: +1 See stealth: +7 See invisible: +6 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 | Ivura (12 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +12 (+4 eff.) Changes resistances: +22% fire Changes damage: +15% fire Spell save: +18 (+6 eff.) Mental save: +18 (+4 eff.) Cut immunity: +20% Only die when reaching: -80.00 life A pointy cloth hat, very wizardly... |
| On hands | Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Fire Breath (costing 19 power out of 24/24) : Effective talent level: 3.5 Power cost: 19 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 7. Any target caught in the area will take 201.49 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
| Tool | Burngrinder the iron pickaxe (dig speed 20 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Damage when hit (Melee): 2 lightning Changes stats: +1 Str Changes resistances: +3% lightning Changes resistances penetration: +10% fire Changes damage: +6% acid / +24% fire Maximum life: +22.00 Maximum stamina: +15.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | BlazeripInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour penetration: +2 Physical power: +8 (+3 eff.) Damage when hit (Melee): 2 light Changes stats: +6 Str / +2 Dex / +6 Con Changes resistances: +3% physical Physical save: +6 (+2 eff.) Mental save: +8 (+2 eff.) Confusion immunity: +28% Life regen: +9.00 Maximum life: +52.00 Healing mod.: +14% Rings make your fingers look great! |
| On fingers | Scaldfame the stralite ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +30 (+10 eff.) Changes resistances: +6% acid / +4% physical / +6% lightning Changes resistances penetration: +15% fire Physical save: +6 (+2 eff.) Mental save: +11 (+2 eff.) Confusion immunity: +59% Only die when reaching: -80.00 life Rings make your fingers look great! |
| Around neck | savior's steel amulet of visionInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical save: +13 (+4 eff.) Spell save: +13 (+5 eff.) Mental save: +11 (+2 eff.) Blindness immunity: +19% Infravision radius: +3 Sight radius: +2 See invisible: +7 Amulets make your neck look great! |
| In main hand | nature's pulsing mindstar of frost (13-14 power, 60 apr, nature damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 92% Wil, 55% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +60 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +7 Damage (Melee): 8 cold Changes resistances: +5% blight / +8% cold Changes resistances penetration: +14% cold Changes damage: +3% nature / +6% cold Talent granted: +1 Attune Mindstar Disease immunity: +12% Mindpower: +14 (+3 eff.) Mental crit. chance: +4% 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. |
| Around waist | noble's hardened leather belt of dampeningInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil Changes resistances: +7% acid / +7% fire / +7% lightning / +6% cold Damage against: +28% Summoned Reduced damage from: +24% Summoned A belt that goes around your waist. |
| In off hand | Great Caller (10-11 power, 33 apr, nature damage)Requires: - Willpower 34 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Base power: 10.0 - 11.0 Uses stats: 55% Wil, 92% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +33 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Cun / +5 Wil Changes damage: +8% cold / +8% fire / +8% physical Talent masteries: +0.10 Wild-gift / Summoning (utility) +0.10 Wild-gift / Summoning (augmentation) +0.10 Wild-gift / Summoning (melee) +0.10 Wild-gift / Summoning (distance) +0.10 Wild-gift / Summoning (advanced) Mindpower: +22 (+5 eff.) Mental crit. chance: +6% Heals friendly targets nearby when you use a nature summon: +30 Max wilder summons: +2 Gives a 30% chance that your nature summons appear as wild summons. This mindstar constantly emits a low tone. Life seems to be pulled towards it. |
| Cloak | Cloth of Dreams (10 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+2 eff.) Mindpower: +6 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 8 power out of 25/25) : Effective talent level: 5.0 Power cost: 8 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 5 turns, rendering it unable to act. Every 85 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
| Main armor | Robe of Force (12 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+4 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical / +9% all Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+3 eff.) Mindpower: +8 (+2 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 72.07 to 90.08 physical damage (based on Willpower and Cunning) with knockback Activation costs 8 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Inventory
Infusion of Wild Growth (rad 5; dur 10;)Infused by nature 0.10 Encumbrance. [Plot Item] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 97.33 physical damage and 177.43 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Elixir of FocusInfused by nature 0.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to grant you two additional class talent points. A vial of clear, steaming fluid. |
Elixir of SerendipityInfused by nature 0.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to permanently increase your luck by 5. A vial of lively yellow fluid. |
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! |
This item will automatically be transmogrified when you leave the level.truestriking stralite greatmaul of torment (58-87 power, 3 apr) Requires: - Strength 35 Crafted by a master Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 58.0 - 87.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns When wielded/worn: Accuracy: +19 (+10 eff.) Armour penetration: +13 Changes resistances penetration: +13% physical Massive two-handed mauls. |
Zubunor the RavensageInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +8 (+3 eff.) Changes stats: +4 Str / +4 Con Changes resistances: +6% darkness / +9% fire Changes resistances penetration: +5% cold / +20% fire Changes damage: +12% darkness Physical save: +7 (+2 eff.) Size category: +1 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.dwarven-steel plate armour 'Winterorder' (0 def, 11 armour) Requires: - Massive armour training - Strength 35 Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Changes stats: +2 Str / +6 Wil / +6 Cun / +6 Con Changes resistances: +6% light / +6% temporal Changes resistances penetration: +5% cold Changes damage: +9% physical Spell save: +9 (+3 eff.) Mental save: +13 (+3 eff.) Maximum stamina: +10.00 A suit of armour made of metal plates. |
11 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. |
5 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 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 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) 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. |
sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 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. |
3 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 8 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. |
3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)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 153 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. |
Thunderzeal [power 54] (16 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes resistances: +5% arcane Changes resistances penetration: +25% lightning / +15% arcane Changes damage: +12% lightning It can be used to harden the skin for 7 turns increasing armour by 54 and armour hardiness by 60% Activation puts all charms on cooldown for 16 turns. When used: * Increase the duration of 1 beneficial effects by 2. * Gain a 25% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
2 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. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 23 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
6 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 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. |
8 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. |
12 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
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Rabban the Cornac Summoner level 33
39th Pyre 123rd year of Ascendancy at 19:20 see stats
Against all odds
Killed Ukruk in the ambush.By Rabban the Cornac Summoner level 32
37th Pyre 123rd year of Ascendancy at 17:55 see stats
Antimagic!
Completed antimagic training in the Ziguranth camp.By Rabban the Cornac Summoner level 19
9th Haze 122nd year of Ascendancy at 10:05 see stats
Brave new world
Went to the Far East and took part in the war.By Rabban the Cornac Summoner level 36
35th Dusk 123rd year of Ascendancy at 05:27 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Rabban the Cornac Summoner level 35
23rd Dusk 123rd year of Ascendancy at 07:53 see stats
Deus Ex Machina
Found the Blood of Life and the four unique inscriptions: Primal Infusion, Infusion of Wild Growth, Rune of Reflection and Rune of the Rift.By Rabban the Cornac Summoner level 33
4th Mirth 123rd year of Ascendancy at 17:19 see stats
Exterminator
Killed 1000 creatures.By Rabban the Cornac Summoner level 18
72nd Dusk 122nd year of Ascendancy at 09:18 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Rabban the Cornac Summoner level 20
25th Haze 122nd year of Ascendancy at 01:21 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Rabban the Cornac Summoner level 23
62nd Haze 122nd year of Ascendancy at 14:34 see stats
Is that how it feels to be an escort quest?!
Got saved from death in the Godfeaster by Malyu and managed to escape.By Rabban the Cornac Summoner level 33
53rd Pyre 123rd year of Ascendancy at 12:54 see stats
Level 10
Got a character to level 10.By Rabban the Cornac Summoner level 10
6th Mirth 122nd year of Ascendancy at 13:40 see stats
Level 20
Got a character to level 20.By Rabban the Cornac Summoner level 20
19th Haze 122nd year of Ascendancy at 22:29 see stats
Level 30
Got a character to level 30.By Rabban the Cornac Summoner level 30
27th Pyre 123rd year of Ascendancy at 08:56 see stats
Size matters
Did over 600 damage in one attack.By Rabban the Cornac Summoner level 18
71st Dusk 122nd year of Ascendancy at 21:26 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Rabban the Cornac Summoner level 36
23rd Dusk 123rd year of Ascendancy at 13:31 see stats
The Arena
Unlocked Arena mode.By Rabban the Cornac Summoner level 10
4th Flare 122nd year of Ascendancy at 21:59 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Rabban the Cornac Summoner level 29
19th Pyre 123rd year of Ascendancy at 15:54 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Rabban the Cornac Summoner level 18
70th Dusk 122nd year of Ascendancy at 23:36 see stats
Unstoppable
Returned from the dead.By Rabban the Cornac Summoner level 18
72nd Dusk 122nd year of Ascendancy at 01:15 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Rabban the Cornac Summoner level 31
37th Pyre 123rd year of Ascendancy at 03:44 see stats
Log
Fire drake receives 1 healing from Fire drake hatchling.
Resting starts...
Fire drake's devouring flames area effect drains life from Fire drake hatchling!
Fire drake's devouring flames area effect drains life from Fire drake hatchling!
Fire drake's devouring flames area effect hits Fire drake hatchling for 8 fire damage.
Fire drake's devouring flames area effect hits Fire drake hatchling for 8 fire damage.
Fire drake's devouring flames area effect drains life from Fire drake hatchling!
Fire drake's devouring flames area effect drains life from Fire drake hatchling!
Fire drake's devouring flames area effect hits Fire drake hatchling for 8 fire damage.
Fire drake's devouring flames area effect hits Fire drake hatchling for 8 fire damage.
Talent Fire Drake is ready to use.
Fire drake's devouring flames area effect drains life from Fire drake hatchling!
Fire drake's devouring flames area effect drains life from Fire drake hatchling!
Fire drake's devouring flames area effect hits Fire drake hatchling for 8 fire damage.
Fire drake's devouring flames area effect hits Fire drake hatchling for 8 fire damage.
Fire drake's devouring flames area effect drains life from Fire drake hatchling!
Fire drake's devouring flames area effect drains life from Fire drake hatchling!
Fire drake's devouring flames area effect hits Fire drake hatchling for 8 fire damage.
Fire drake's devouring flames area effect hits Fire drake hatchling for 8 fire damage.
Fire drake's devouring flames area effect drains life from Fire drake hatchling!
Fire drake's devouring flames area effect drains life from Fire drake hatchling!
Fire drake's devouring flames area effect hits Fire drake hatchling for 8 fire damage.
Fire drake's devouring flames area effect hits Fire drake hatchling for 8 fire damage.
Your summoned fire drake hatchling disappears.
Your summoned fire drake hatchling disappears.
Your summoned fire drake hatchling disappears.
Your summoned fire drake disappears.
Rested for 22 turns (stop reason: all resources and life at maximum).


































































































