




Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
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Campaign | --- |
Mode | --- --- |
Sex | Male |
Race | Horror |
Class | Eldritch |
Level / Exp | 50 / 0% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 39 (base 29) |
Dexterity | 29 (base 12) |
Constitution | 69 (base 51) |
Magic | 105 (base 60) |
Willpower | 43 (base 10) |
Cunning | 40 (base 10) |
Resources
Life | 1226/1226 |
Hate | 100/100 |
Vim | 226/226 |
Healing Factor | 0.87272198669113 |
Regeneration | 7.8544978802202 |
Speed
Mental | -20% |
Attack | -1.1102230246252E-14% |
Movement | +29.09386761032% |
Spell | -20% |
Global | +100% |
Vision
Sight | 10 |
Lite | -2 |
Infravision | 12 |
See Invisible | 30 |
Offense: Mainhand
Damage | 58 |
Accuracy | 81 |
Crit Chance | 30% |
APR | 11 |
Speed | 1.25 |
Offense: Offhand
Damage | 25 |
Accuracy | 81 |
Crit Chance | 22% |
APR | 15 |
Speed | 1.25 |
Offense: Spell
Spellpower | 95 |
Crit Chance | 28% |
Speed | 1.25 |
Offense: Mind
Mindpower | 33 |
Crit Chance | 10% |
Speed | 1 |
Offense: Damage Bonus
Nature | -35% |
Acid | -20% |
Darkness | -45% |
Cold | -50% |
Blight | +63% |
Mind | -41% |
Fire | -35% |
All | -60% |
Offense: Damage Penetration
Blight | +10% |
Arcane | +35% |
Mind | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 15 (44.574340358689%) |
Defense | 32 |
Ranged Defense | 32 |
Fatigue | 0 |
Physical Save | 41 |
Spell Save | 51 |
Mental Save | 37 |
Defense: Resistances
Acid | +100%(100%) |
Blight | +100%(100%) |
Arcane | + 73%(100%) |
Cold | + 81%(100%) |
All | + 70%(100%) |
Physical | + 73%(100%) |
Lightning | + 90%(100%) |
Light | + 77%(100%) |
Temporal | + 75%(100%) |
Mind | + 75%(100%) |
Darkness | + 75%(100%) |
Fire | + 75%(100%) |
Nature | + 76%(100%) |
Defense: Immunities
Pinning Resistance | 44% |
Knockback Resistance | 36% |
Stun Resistance | 100% |
Silence Resistance | 50% |
Disarm Resistance | 44% |
Blind Resistance | 100% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (125% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 289 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 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 -614 life. The duration and life will increase by 1% for every 1% life you have lost (currently 614 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 Magic stat. |
Class Talents
Corruption / Scourge | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Corruption / Reaving combat | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Corruption / Rot | 0.80 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Corruption / Plague | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
talent | Infestation |
talent | Worm that Walks Link |
talent | Ruin |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | Linked to their horror ally gaining 30% all damage resistance. Shared Insanity |
beneficial effect | Keeps you from dying even if your life drops to -614 Heroism |
detrimental effect | Zone-wide effect: +10% cold damage, -10% cold resistance, -10% physical save, -20% confusion immunity. Grave chill |
Quests
Equipment
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * 21% chance to reduce armor by 49% Damage when hit (Melee): 4 blight Changes stats: +8 Wil Changes resistances penetration: +25% arcane Changes damage: +32% blight Mana each turn: +0.08 Damage Shield penetration: +32% It can be used to blast the opponent's mind dealing 218 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 (+2 eff.) Armour: +5 Damage when hit (Melee): 2 fire Changes stats: +10 Cun / +7 Dex Changes resistances: +6% acid / +9% light / +3% nature / +16% mind / +5% all Changes resistances penetration: +5% mind Changes damage: +19% mind Disarm immunity: +44% Pinning immunity: +44% Knockback immunity: +36% Psi when hit: +0.12 Maximum life: +36.00 Maximum psi: +20.00 Rings make your fingers look great! |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +3.0% Physical power: +20 (+7 eff.) Changes stats: +8 Mag / +10 Wil / +1 Con Changes resistances: +28% acid / +29% fire / +25% lightning / +30% cold Changes resistances penetration: +10% arcane Changes damage: +9% blight Silence immunity: +50% Mana each turn: +0.40 Spellpower: +15 (+3 eff.) Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
On fingers | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +25 (+5 eff.) Physical power: +15 (+5 eff.) Armour: +5 Fatigue: -8% Changes stats: +6 Mag / +4 Cun / +2 Con Changes resistances: +5% all Changes resistances penetration: +10% blight Maximum encumbrance: +34 Stun/Freeze immunity: +41% Life regen: +8.00 Maximum stamina: +31.46 Spellpower: +12 (+3 eff.) Rings make your fingers look great! |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+1 eff.) Armour: +5 Defense: +8 (+4 eff.) Changes resistances: +5% all Movement speed: +15% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings make your fingers look great! |
Around waist | ![]() |
Main armor | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +10 Str / +10 Dex / +25 Mag / +10 Wil / +10 Cun / +10 Con Changes resistances: +13% all Reduce damage by fixed amount: +22 all Changes damage: +22% blight Spellpower: +15 (+3 eff.) Spell crit. chance: +8% Movement speed: +32% It can be used to activate talent Carrion Feet (costing 15 power out of 20/20) : Effective talent level: 3.0 Power cost: 15 out of 20/20. Range: 7 Travel Speed: instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
In off hand | ![]() Requires: - Strength 55 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 4 Power: 150% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Curse of Death (10% chance level 3). When this weapon hits: Curse of Vulnerability (10% chance level 3). On weapon hit: * injects a simple virus dealing 55 blight damage on hit and lowering the victims highest stat Damage (radius 1) on hit: +25 blight When wielded/worn: Changes damage: +20% blight Spellpower: +20 (+4 eff.) Talent on hit(spell): Curse of Impotence (10% chance level 3). Talent on hit(spell): Curse of Defenselessness (10% chance level 3). The land withers and crumbles wherever this cursed axe rests. |
In main hand | ![]() Requires: - Magic 44 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 152% Range: 1.3x Uses stats: 55% Mag, 35% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +11 Crit. chance: +18.0% Attack speed: 100% On weapon hit: * chills your foe dealing 23 damage and slowing them by one tenth of a turn When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes damage: +15% blight / +15% darkness / +15% acid Spellpower: +12 (+3 eff.) Spell crit. chance: +10% Infravision radius: +2 Talent on hit(spell): Blood Grasp (15% chance level 2). It can be used to activate talent Worm Rot (costing 40 power out of 50/50) : Effective talent level: 1.6 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 14.70 acid and 29.88 blight damage. If not cleared after five turns it will inflict 169.64 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 35% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
Inventory
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +28 (+5 eff.) Defense: +14 (+7 eff.) Damage when hit (Melee): 4 fire Changes stats: +10 Dex / +11 Cun / +1 Con Changes resistances: +34% lightning Changes resistances penetration: +10% lightning Changes damage: +17% lightning / +18% fire Movement speed: +24% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 29% for 5 turns. Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +15% temporal Changes resistances penetration: +15% light / +5% temporal Changes damage: +3% arcane / +6% light Disarm immunity: +30% Pinning immunity: +37% Knockback immunity: +29% Maximum life: +25.00 Light radius: +3 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 30 light Damage (Ranged): 32 light Damage when hit (Melee): 4 blight Changes stats: +8 Mag / +14 Wil Changes resistances: +9% blight / +6% fire Changes resistances penetration: +20% blight / +5% fire Changes damage: +17% light Mental save: +14 (+6 eff.) Spellpower: +12 (+3 eff.) Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+2 eff.) Damage when hit (Melee): 8 arcane / 6 blight Changes stats: +10 Dex / +8 Mag / +13 Wil / +10 Cun Changes resistances: +9% lightning Changes resistances penetration: +10% blight Changes damage: +3% arcane Silence immunity: +50% Mana each turn: +0.40 Spellpower: +30 (+6 eff.) Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +15% blight Changes resistances penetration: +25% blight / +25% acid Changes damage: +9% acid / +24% blight Disarm immunity: +42% Pinning immunity: +50% Knockback immunity: +50% Maximum life: +50.00 Rings make your fingers look great! |
![]() Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Talent granted: +1 Ethereal Form You have set the ring to grant you Ethereal Form! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+2 eff.) Armour: +18 Changes stats: +8 Str / +10 Dex / +7 Wil / +18 Cun Changes resistances: +20% blight / +9% nature Changes damage: +20% blight / +12% arcane Mental save: +9 (+4 eff.) Mindpower: +14 (+7 eff.) Light radius: +4 Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 (+1 eff.) Armour penetration: +11 Defense: +11 (+6 eff.) Changes stats: +6 Mag / +7 Wil Spellpower: +6 (+1 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +9 (+3 eff.) Changes stats: +4 Str / +6 Con Changes resistances: +28% acid Changes damage: +14% acid Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Str / +2 Dex / +6 Mag / +2 Wil / +6 Cun / +2 Con Spellpower: +11 (+2 eff.) Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +16% acid / +12% fire / +10% lightning / +14% cold Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +30 (+10 eff.) Damage (Melee): 40 light Damage (Ranged): 35 light Changes stats: +2 Str / +1 Dex / +6 Mag / +6 Con Changes resistances: +5% arcane / +21% lightning Changes resistances penetration: +15% lightning Changes damage: +19% light Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +22% lightning Changes damage: +11% lightning Rings make your fingers look great! |
![]() Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Power: 121% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +20 blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire Talent granted: +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
![]() Requires: - Strength 40 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 Power: 141% Range: 1.4x Uses stat: 100% Str Damage type: Acid Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% Damage (radius 2) on crit: +40 corrosive acid When wielded/worn: Physical crit. chance: +10.0% Changes resistances: +15% acid Changes resistances penetration: +20% acid Changes damage: +20% acid Spell crit. chance: +10% It can be used to activate talent Corrosive Worm (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 17% and feeds off damage taken. When this effect ends or the target dies the worm will explode, dealing 61 acid damage in a 4 radius ball. This damage will increase by 45% of all damage taken while infected. The damage dealt by the effect will increase with spellpower. This warped, blackened sword drips acid from its countless pores. |
![]() Requires: - Magic 20 - Strength 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Power: 157% Range: 1.4x Uses stats: 10% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 15% chance to animate a bleeding foe's blood Lifesteal (this weapon only): +5% Damage conversion: 50% blight When wielded/worn: Changes damage: +15% blight / +15% physical Grants telepathy: Undead/Blood Maximum vim: +25.00 Spellpower: +21 (+4 eff.) Spell crit. chance: +8% It can be used to activate talent Bleeding Edge (costing 20 power out of 20/20) : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. This deep red sword weeps blood continuously. It was born in the labs of the orcish corrupter Hurik, who sought to make a crystal that would house his soul after death. But his plans were disrupted by a band of sun paladins, and though most died purging his keep of dread minions, their leader Raasul fought through to Hurik's lab, sword in hand. There the two did battle, blade against blood magic, till both fell to the floor with weeping wounds. The orc with his last strength crawled towards his fashioned phylactery, hoping to save himself, but Raasul saw his plans and struck the crystal with his light-bathed sword. It shattered, and in the sudden impulse of energies the steel, crystal and blood were fused into one. Now the broken fragments of Raasul's soul are trapped in this terrible artifact, his mind warped beyond all sanity by decades of imprisonment. Only the taste of blood calls him forth, his soul stealing the lifeblood of others to take on physical form again, that he may thrash and wail against the living. |
![]() Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +6 (+1 eff.) Physical crit. chance: +7.0% Physical power: +5 (+2 eff.) Armour: +9 Defense: +9 (+5 eff.) Maximum wards: +3 blight Changes damage: +30% blight Talents granted: +4 Ward +1 Command Staff Spellpower: +23 (+5 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +8 (+4 eff.) Changes damage: +30% blight Talent granted: +1 Command Staff Spellpower: +15 (+3 eff.) Spell crit. chance: +5% Light radius: +4 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 65.75 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Power: 121% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
![]() Requires: - Strength 24 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Power: 120% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20 arcane resource burn Damage (Melee): +8 physical / +12 nature Damage (radius 2) on crit: +20 lightning / +5 cold When wielded/worn: Changes stats: +6 Str / +8 Dex / +5 Mag / +7 Wil / +8 Cun / +6 Con Changes resistances: +3% acid Changes resistances penetration: +7% lightning / +11% cold Movement speed: +25% One-handed war axes. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Str / +3 Dex / +2 Wil / +4 Cun Physical save: +12 (+4 eff.) Spell save: +15 (+5 eff.) Mental save: +12 (+5 eff.) A belt that goes around your waist. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +15% acid / +17% physical / +15% fire / +16% cold / +15% all Changes damage: +21% acid / +11% physical / +16% fire / +10% cold Talent cooldown: Refit Golem (-4 turns) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +5 Str / +14 Mag / +19 Wil Changes damage: +49% blight / +34% arcane Mental save: +15 (+6 eff.) Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +100.00 Spell crit. chance: +8% Light radius: +2 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A hat made of leather. Very stylish. |
![]() Requires: - Heavy armour training - Strength 48 Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +18 Defense: +5 (+3 eff.) Fatigue: +12% Changes stats: +8 Cun / +9 Wil Changes resistances: +37% acid / +12% physical / +10% fire / +11% lightning / +13% cold Changes resistances penetration: +20% physical Changes damage: +12% physical Critical mult.: +15.00% Mental save: +20 (+8 eff.) A suit of armour made of mail. |
![]() Requires: - Heavy armour training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+5 eff.) Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% lightning / +20% physical / +20% fire / +20% cold / +20% acid Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Fire Breath (-3 turns) Corrosive Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
![]() Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+5 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 It can be used to activate talent Devouring Flame (costing 50 power out of 80/80) : Effective talent level: 3.0 Power cost: 50 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a mind power and a nature gift Description: Spit a cloud of flames, doing 14.63 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
![]() Requires: - Strength 20 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+9 eff.) Fatigue: +8% Effects when hit in melee: * 46% chance to reduce strength, dexterity, and constitution by 38 * 25% chance to reduce damage dealt by 18% Changes resistances: +19% acid / +20% physical / +13% lightning / +41% fire / +9% mind / +16% cold Changes damage: +15% light Mental save: +21 (+8 eff.) Mindpower: +13 (+6 eff.) Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
![]() Requires: - Strength 18 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +14 (+7 eff.) Fatigue: +8% Changes stats: +7 Str / +13 Dex / +4 Mag / +5 Wil / +3 Cun Maximum life: +50.00 Movement speed: +20% A suit of armour made of leather. |
![]() Requires: - Massive armour training - Strength 60 Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +24 Fatigue: +22% Damage when hit (Melee): 2 temporal Changes resistances: +20% acid / +23% physical / +6% temporal / +18% fire / +18% lightning / +44% cold Changes damage: +3% acid Talent cooldown: Rush (-5 turns) Disarm immunity: +34% Stun/Freeze immunity: +36% Knockback immunity: +34% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A suit of armour made of metal plates. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +10 Changes stats: +5 Str When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 4.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Deals cold damage and slows. Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Deals cold damage and slows. Tinkers can be attached to normal items to improve them with steam power! |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 38 Damage when hit (Melee): 4 blight Changes resistances: +15% mind / +18% cold Changes resistances penetration: +25% mind Changes damage: +9% blight It can be used to project a gust of wind in a cone knocking all creatures back 12 spaces and dealing 140 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 18% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 8 light Changes stats: +4 Str / +9 Mag / +4 Cun Changes resistances: +27% lightning Changes resistances penetration: +29% blight Spell save: +21 (+7 eff.) Mana when firing critical spell: +2.31 It can be used to sting an enemy dealing 364 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 3 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
Achievements
Log
You gain 25.00 gold from the melting of voratun greatmaul 'Mayuvea' (178% power, 4 apr).
You collect a new ingredient: lump of dwarven steel (1).
You gain 9.07 gold from the melting of blazebringer's dwarven-steel greatmaul of shearing (148% power, 2 apr).
You collect a new ingredient: lump of stralite (1).
You gain 10.20 gold from the melting of stormbringer's stralite dagger (132% power, 9 apr).
You collect a new ingredient: lump of steel (1).
You gain 3.13 gold from the melting of steel dagger of crippling (108% power, 6 apr).
You collect a new ingredient: lump of stralite (1).
You gain 4.12 gold from the melting of chilling stralite dagger of phasing (132% power, 26 apr).
You collect a new ingredient: lump of dwarven steel (1).
You gain 4.20 gold from the melting of chilling dwarven-steel dagger of daylight (120% power, 7 apr).
You collect a new ingredient: lump of voratun (1).
You gain 6.37 gold from the melting of blazebringer's voratun dagger (147% power, 9 apr).
You collect a new ingredient: lump of dwarven steel (1).
You gain 5.25 gold from the melting of dwarven-steel battleaxe of rage (139% power, 2 apr).
You gain 2.23 gold from the melting of pixie's copper ring.
You gain 8.06 gold from the melting of gladiator's voratun ring of clarity.
You gain 10.55 gold from the melting of warmaker's steel amulet of the eclipse.
You gain 3.21 gold from the melting of savior's gold amulet of constitution (+6).
You gain 25.00 gold from the melting of The Far-Hand.
You gain 25.00 gold from the melting of Silathra the stralite amulet.
You collect a new ingredient: stack of herbs (burdock) (5).
You gain 1.00 gold from the melting of wild infusion (res 23%; mental; dur 4; cd 12).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Saving game...
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Saving done.
Character control switched to worm that walks (servant of Fleshcrime Omega).