













Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.0Donators/Buyers bonus! Adventure Cool 1.5.5Makes adventurer a little more balanced with 1.3 talent trees |
Campaign | Maj'Eyal |
Mode | Madness Adventure |
Sex | Female |
Race | Cornac |
Class | Adventurer |
Level / Exp | 25 / 17% |
Size | medium |
Lifes / Deaths | Killed by Arynne the grey mold at level 11 on the 62nd Dusk 122nd year of Ascendancy at 22:16 1 / 5Killed by elven tempest at level 12 on the 70th Dusk 122nd year of Ascendancy at 10:58 Killed by Salutta the deformed warg at level 16 on the 21st Haze 122nd year of Ascendancy at 02:58 Killed by ritch flamespitter at level 21 on the 40th Haze 122nd year of Ascendancy at 14:43 Killed by Mayinn the red ooze at level 24 on the 52nd Haze 122nd year of Ascendancy at 00:06 |
Antimagic | Follower |
Primary Stats
Strength | 23 (base 14) |
Dexterity | 20 (base 14) |
Constitution | 54 (base 47) |
Magic | 16 (base 14) |
Willpower | 71.393737208358 (base 54) |
Cunning | 32 (base 20) |
Resources
Hate | 55/100 |
Equilibrium | 58 |
Life | 550/550 |
Stamina | 259/335 |
Psi | 368/368 |
Healing Factor | 1.5397803169827 |
Regeneration | 19.016286914736 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +130.8436722119% |
Vision
Sight | 10 |
Lite | -997 |
Infravision | 3 |
Stealth | 28 |
Offense: Mainhand
Damage | 52 |
Accuracy | 37 |
Crit Chance | 24% |
APR | 56 |
Speed | 1.00 |
Offense: Offhand
Damage | 55 |
Accuracy | 37 |
Crit Chance | 24% |
APR | 56 |
Speed | 1.00 |
Offense: Spell
Spellpower | 8 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 53 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Nature | +6% |
Acid | +31% |
Lightning | +12% |
Darkness | +4% |
Cold | +6% |
Arcane | +6% |
Mind | +3% |
All | 0% |
Offense: Damage Penetration
Lightning | +15% |
Physical | +7% |
All | 0% |
Defense: Base
Armour (hardiness) | 16 (30%) |
Defense | 36 |
Ranged Defense | 36 |
Fatigue | 18 |
Physical Save | 39.54 |
Spell Save | 41.08 |
Mental Save | 38 |
Defense: Resistances
Acid | + 28%( 70%) |
Blight | + 22%( 70%) |
Arcane | + 8%( 70%) |
Cold | + 6%( 70%) |
All | + 3%( 70%) |
Darkness | + 12%( 70%) |
Physical | + 4%( 70%) |
Temporal | + 12%( 70%) |
Lightning | + 33%( 70%) |
Mind | + 12%( 70%) |
Fire | + 15%( 70%) |
Nature | + 6%( 70%) |
Defense: Immunities
Disarm Resistance | 10% |
Bleed Resistance | 65% |
Instadeath Resistance | 100% |
Stun Resistance | 23% |
Poison Resistance | 85% |
Blind Resistance | 65% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 359 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 443 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 151 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Class Talents
Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Stealth | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Psi-fighting | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Punishments | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Force of will | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Cursed / Predator | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Psionic / Solipsism | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Wild-gift / Ooze | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Harmony | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Cunning / Scoundrel | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
talent | Stealth |
talent | Psiblades |
talent | Mitosis |
talent | Savage Hunter |
talent | Daunting Presence |
talent | Augmentation |
talent | Deflection |
talent | Gloom |
talent | Antimagic Shield |
talent | Beyond the Flesh |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+30% global speed). Clarity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Willpower by +5. | done |
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 talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 |
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. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed length of troll intestine. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 |
Equipment
Psionic focus | ![]() Requires: - Strength 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Base power: 25.0 - 35.0 Uses stat: 60% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) Damage (Melee): +14 % chance of confusion / +30 physical When wielded/worn: Accuracy: +12 (+5 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
On hands | ![]() Requires: - Heavy armour training Infused by arcane disrupting forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +6 (+3 eff.) Armour penetration: +6 Physical power: +6 (+2 eff.) Armour: +2 Fatigue: +3% Effects when hit in melee: * 17 arcane resource burn Changes resistances: +6% blight Spell save: +20 (+5 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Light source | ![]() Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +3 Defense: +5 (+2 eff.) Effects on melee hit: * 10% chance to slow global speed by 60% Changes damage: +6% arcane / +3% nature Physical save: +6 (+1 eff.) Light radius: +3 Healing mod.: +11% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 10 light Changes stats: +4 Wil Changes resistances: +7% blight Changes damage: +6% cold Critical mult.: +20.00% Mental save: +20 (+7 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On feet | ![]() Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +4 Con / +2 Wil Changes resistances: +6% blight / +1% physical / +6% darkness Changes resistances penetration: +7% physical Physical save: +18 (+4 eff.) Disarm immunity: +10% Mindpower: +3 (+1 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 3.9 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 52% (at 0 Hate) to 175% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 12 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to blast the opponent's mind dealing 169 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 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Stun/Freeze immunity: +23% Life regen: +1.00 Rings make your fingers look great! |
On fingers | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +5.0% Physical power: +15 (+5 eff.) Changes resistances: +26% acid / +3% cold / +12% lightning Changes damage: +13% acid Critical mult.: +5.00% Maximum stamina: +30.00 Rings make your fingers look great! |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +10 Cun / +3 Con Changes resistances: +12% fire Changes resistances penetration: +15% lightning Reduces incoming crit damage: 15.00% Amulets make your neck look great! |
In main hand | ![]() Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 7.5 - 8.2 Uses stats: 79% Wil, 47% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +35 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage (Melee): 6 mind / 5 darkness Changes damage: +3% mind / +4% darkness Talent granted: +1 Attune Mindstar Mindpower: +9 (+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. |
Around waist | ![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 60% * 10% chance to reduce all saves and defense by 32 Damage when hit (Melee): 4 mind Changes resistances: +9% mind Changes damage: +3% lightning / +3% nature Physical save: +9 (+2 eff.) Mindpower: +6 (+2 eff.) A belt that goes around your waist. |
In off hand | ![]() Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.0 - 9.9 Uses stats: 79% Wil, 47% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +35 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes stats: +6 Wil Changes resistances: +9% temporal / +3% nature / +3% darkness Changes damage: +9% lightning Talent granted: +1 Attune Mindstar Spell save: +16 (+3 eff.) Mindpower: +9 (+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. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 6 acid Changes stats: +2 Dex / +2 Mag / +2 Cun Changes resistances: +5% arcane Changes damage: +18% acid Life regen: +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +8 Physical crit. chance: +4.0% Armour: +6 Defense: +23 (+9 eff.) Fatigue: +8% Changes resistances: +19% lightning Poison immunity: +20% Life regen: +7.10 Stamina each turn: +0.70 Only die when reaching: -40.00 life Maximum life: +36.00 Healing mod.: +13% Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 35 cooldown : Effective talent level: 6.5 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 132 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
Inventory
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 17% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 32 Changes resistances: +15% blight / +6% light Changes damage: +12% mind Physical save: +12 (+3 eff.) Spell save: +13 (+3 eff.) Mental save: +14 (+5 eff.) Light radius: +2 Amulets make your neck look great! |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +13% mind Talent mastery: +0.14 Spell / Eradication Confusion immunity: +26% Amulets make your neck look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Cun Life regen: +2.00 Amulets make your neck look great! |
![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Dex / +3 Mag / +5 Wil / +7 Cun Changes resistances: +12% lightning Silence immunity: +26% Mana each turn: +0.10 Spellpower: +7 (+2 eff.) Mindpower: +8 (+3 eff.) Light radius: +3 See invisible: +6 Rings make your fingers look great! |
![]() Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 45.0 - 67.5 Uses stat: 72% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +21 Crit. chance: +2.0% Attack speed: 100% Damage against: +25% Dragon When wielded/worn: Changes stats: +6 Str Reduced damage from: +25% Dragon Physical save: +9 (+2 eff.) Stun/Freeze immunity: +20% Knockback immunity: +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
![]() Requires: - Cunning 25 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stat: 74% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 100% On weapon kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. Damage (Melee): +10 silence When wielded/worn: Accuracy: +10 (+4 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
![]() Requires: - Strength 24 Infused by nature Infused by arcane disrupting forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 43.5 - 65.2 Uses stat: 72% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 17 arcane resource burn When wielded/worn: Changes stats: +12 Con / +9 Wil Maximum life: +76.00 Massive two-handed mauls. |
![]() Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 9.0 - 9.9 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Armour penetration: +1 Effects on melee hit: * 20% chance to slow global speed by 60% Talent granted: +1 Attune Mindstar Critical mult.: +5.00% Physical save: +3 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Equilibrium when hit: +0.50 Maximum stamina: +30.00 Mindpower: +2 (+1 eff.) Mental crit. chance: +1% 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. |
![]() Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 20.0 - 28.0 Uses stat: 60% Wil Damage type: Physical Mastery: Weapons Mastery 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. |
![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +3% light Physical save: +15 (+3 eff.) Confusion immunity: +10% Knockback immunity: +20% Life regen: +2.00 Mindpower: +4 (+1 eff.) Healing mod.: +20% A belt that goes around your waist. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -5% Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 8 cold Changes resistances: +9% blight / +6% light Maximum encumbrance: +22 Physical save: +6 (+1 eff.) A pair of boots made of leather. |
![]() 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: 3.9 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 from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Effects on melee hit: * 10% chance to reduce all saves and defense by 32 Changes damage: +9% mind Maximum encumbrance: +22 Physical save: +6 (+1 eff.) Mindpower: +5 (+2 eff.) A pair of boots made of leather. |
![]() Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +13 (+4 eff.) Armour: +2 Fatigue: +3% Effects on melee hit: * 20% chance to reduce damage dealt by 26% Damage when hit (Melee): 6 cold Changes stats: +4 Str Changes resistances: +9% acid Changes damage: +24% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +10 Defense: +6 (+3 eff.) Fatigue: +7% Damage (Melee): 6 fire Damage (Ranged): 5 fire Changes resistances: +23% acid / +18% physical / +16% fire Changes resistances penetration: +10% acid Changes damage: +9% acid Life regen: +1.00 Maximum life: +21.00 Healing mod.: +11% A suit of armour made of leather. |
![]() Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +5 Defense: +6 (+3 eff.) Fatigue: +6% Effects on melee hit: * 20 arcane resource burn Changes stats: +3 Cun / +4 Dex Changes resistances: +9% blight / +12% fire Changes damage: +6% lightning / +9% mind A suit of armour made of leather. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 60% Changes stats: +3 Str Changes resistances: +6% nature / +9% fire Changes damage: +6% mind Maximum life: +25.00 Maximum stamina: +20.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(127 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes damage: +12% arcane / +3% blight Critical mult.: +25.00% Equilibrium when hit: +0.16 Light radius: +5 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. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Powered 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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
By Chorus the Cornac Adventurer level 14
1st Time of Equilibrium 122nd year of Ascendancy at 03:44 see stats
By Chorus the Cornac Adventurer level 23
44th Haze 122nd year of Ascendancy at 01:11 see stats
By Chorus the Cornac Adventurer level 21
40th Haze 122nd year of Ascendancy at 02:33 see stats
By Chorus the Cornac Adventurer level 10
38th Dusk 122nd year of Ascendancy at 19:57 see stats
By Chorus the Cornac Adventurer level 20
34th Haze 122nd year of Ascendancy at 15:13 see stats
By Chorus the Cornac Adventurer level 10
43rd Dusk 122nd year of Ascendancy at 22:44 see stats
By Chorus the Cornac Adventurer level 10
41st Dusk 122nd year of Ascendancy at 22:31 see stats
By Chorus the Cornac Adventurer level 23
51st Haze 122nd year of Ascendancy at 15:44 see stats
By Chorus the Cornac Adventurer level 18
29th Haze 122nd year of Ascendancy at 20:46 see stats
Log
You gain 1.17 gold from the transmogrification of cured leather armour of stability (6 def, 4 armour).
You gain 1.18 gold from the transmogrification of cured leather armour of clarity (6 def, 4 armour).
You gain 1.26 gold from the transmogrification of cleansing cured leather armour (6 def, 4 armour).
You gain 14.46 gold from the transmogrification of iron mail armour 'Snowterror' (2 def, 4 armour).
You gain 1.08 gold from the transmogrification of grounding rough leather cap of strength (+3) (0 def, 1 armour).
You gain 1.29 gold from the transmogrification of cleansing rough leather cap of dexterity (+3) (0 def, 1 armour).
You gain 12.68 gold from the transmogrification of Stormcrypt (5 def, 3 armour).
You gain 11.24 gold from the transmogrification of Infernowrest (0 def, 3 armour).
You gain 8.98 gold from the transmogrification of Vorogalle the hardened leather gloves (0 def, 2 armour).
You gain 12.18 gold from the transmogrification of Crackleenvy (0 def, 1 armour).
You gain 0.85 gold from the transmogrification of woollen robe of nature (+18%) (0 def, 0 armour).
You gain 3.01 gold from the transmogrification of murderer's linen cloak (1 def, 0 armour).
You gain 13.63 gold from the transmogrification of Offalfurnace (1 def, 0 armour).
You gain 11.96 gold from the transmogrification of elm magestaff 'Lelyroddagen' (10-12 power, 2 apr, fire element).
You gain 8.51 gold from the transmogrification of ash vilestaff 'Blazefury' (21-25 power, 3 apr, blight element).
You gain 15.08 gold from the transmogrification of Ariyavena the elm starstaff (10-12 power, 2 apr, temporal element).
You gain 2.94 gold from the transmogrification of resonating vined mindstar (5-5 power, 18 apr, mind damage).
You gain 1.44 gold from the transmogrification of nature's vined mindstar (5-5 power, 18 apr, nature damage).
You gain 4.98 gold from the transmogrification of gifted vined mindstar of gales (4-4 power, 18 apr, nature damage).
You gain 4.56 gold from the transmogrification of dreamer's vined mindstar (4-4 power, 18 apr, nature damage).
You gain 1.49 gold from the transmogrification of steel greatsword of erosion (23-37 power, 2 apr).
You gain 3.13 gold from the transmogrification of balanced iron greatsword (16-25 power, 1 apr).
You gain 11.10 gold from the transmogrification of Firestreak the iron greatsword (16-26 power, 1 apr).
You gain 1.53 gold from the transmogrification of steel dagger of erosion (12-15 power, 6 apr).
You gain 2.09 gold from the transmogrification of hateful steel dagger (12-16 power, 6 apr).
You gain 1.02 gold from the transmogrification of mule's copper ring.
You gain 2.55 gold from the transmogrification of cleansing copper amulet of mastery (0.12 Wild-gift / Storm drake aspect).
You gain 1.50 gold from the transmogrification of wild infusion of the titan (res 27%; mental; dur 4; cd 13).
There is a ladder to the next level here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.