Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! No Ruined Dungeon Puzzle 1.7.4Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. 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:
Friendly Patrols 1.7.4Changes Maj-Eyal & Far East world map patrols to always be friendly by altering their faction (and hate for arcane magic). 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:
Quality of Life Pack 1.7.4An assortment of quality of life modifications too insignificant to be standalone. Removed collapsible walls in the Sandworm Lair. (restoring auto-explore) Changed the layout of the city Shatur to be more open and less annoying to move around in. Changed the Dwarf's starting zone boss to die after killing one summon instead of ten. Characters that have won the game are far more likely to trigger the special farportal events. Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Cornac |
Class | Reaver |
Level / Exp | 25 / 89% |
Size | medium |
Lifes / Deaths | Killed by bandit at level 21 on the 29th Haze 122nd year of Ascendancy at 03:35 1 / 6Killed by Chronolith Clone at level 24 on the 7th Allure 123rd year of Ascendancy at 01:53 Killed by Chronolith Twin at level 24 on the 7th Allure 123rd year of Ascendancy at 04:14 Killed by worm that walks at level 25 on the 5th Regrowth 123rd year of Ascendancy at 04:37 Killed by Grand Corruptor at level 25 on the 8th Regrowth 123rd year of Ascendancy at 23:36 Killed by Punisher at level 25 on the 9th Regrowth 123rd year of Ascendancy at 01:12 |
Primary Stats
Strength | 58 (base 48) |
Dexterity | 28 (base 11) |
Constitution | 31 (base 19) |
Magic | 60 (base 46) |
Willpower | 16 (base 10) |
Cunning | 16 (base 10) |
Resources
Life | 626/626 |
Positive | 122/122 |
Vim | 154/314 |
Healing Factor | 1.3758714593978 |
Regeneration | 9.9750680806341 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 1 |
Offense: Mainhand
Damage | 80 |
Accuracy | 68 |
Crit Chance | 5% |
APR | 3 |
Speed | 1.00 |
Offense: Offhand
Damage | 62 |
Accuracy | 68 |
Crit Chance | 5% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 46 |
Crit Chance | 3% |
Speed | 1 |
Offense: Mind
Mindpower | 26 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
Light | +10% |
Temporal | +3% |
Blight | +15% |
Arcane | +25% |
Physical | +3% |
All | 0% |
Defense: Base
Armour (hardiness) | 28.317011280365 (72.903125182002%) |
Defense | 31 |
Ranged Defense | 31 |
Fatigue | 5 |
Physical Save | 25 |
Spell Save | 26 |
Mental Save | 11 |
Defense: Resistances
Acid | + 7%( 70%) |
Blight | + 9%( 70%) |
Physical | + 6%( 70%) |
Cold | + 27%( 70%) |
All | + 4%( 70%) |
Lightning | + 30%( 70%) |
Light | + 33%( 70%) |
Temporal | + 17%( 70%) |
Darkness | + 10%( 70%) |
Nature | + 10%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Instadeath Resistance | 100% |
Pinning Resistance | 0% |
Poison Resistance | 14% |
Knockback Resistance | 40% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 257 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 97 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 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 452% 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 Cunning stat. |
Class Talents
Corruption / Scourge | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Corruption / Reaving combat | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Corruption / Rot | 1.30 |
| 2/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Corruption / Vim | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Sanguisuge | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Bone | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Corruption / Plague | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Celestial / Chants | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Corruption / Torment | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
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 |
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 |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by carrion worm mass. Escort: lost defiler (level 1 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Daikara. Escort: lost tinker (level 2 of Daikara)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Vitality (+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 have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed chunk of ghoul flesh. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed skeleton mage skull. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed xorn fragment. * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed ice ant stinger. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' | active |
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! | active |
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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
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 | pair of hardened leather boots 'Urthegund' (25 def, 3 armour) pair of hardened leather boots 'Urthegund' (25 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +3 Str +6 Con dps ---------- Dmg.mod +3% physical Acc +15 (+4 eff.) ----- def ----- Armour +3 Defense +25 (+11 eff.) Rush: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Light source | Summertide Phial Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(62 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | Ulfalach the hardened leather cap (0 def, 3 armour) Ulfalach the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +6 Str +10 Dex +3 Mag +4 Cun dps ---------- Dmg.mod +9% arcane Melee Ret 8 arcane ----- def ----- Armour +3 Fatigue +3% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 236.1 Physical damage. If the attack hits, the target is confused (33% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
On hands | Lorysin the hardened leather gloves (0 def, 2 armour) Lorysin the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +3 Dex +4 Mag dps ---------- Melee+ 11 temporal Ranged+ 5 temporal Dmg.mod +6% arcane +3% temporal Acc +10 (+3 eff.) ----- def ----- Armour +2 Resists +3% acid +2% physical +14% temporal Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | iron pickaxe 'Saluyadhelaith' (dig speed 30 turns) iron pickaxe 'Saluyadhelaith' (dig speed 30 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +3 Wil dps ---------- Crit.mult +10.00% ---------- misc Hate/m.crit +3.00 Max.stam +10.00 Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | marksman's copper ring of power marksman's copper ring of power0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +6 (+3 eff.) Acc +6 (+2 eff.) Rings make your fingers look great! |
On fingers | treant's steel ring of life treant's steel ring of life0.1 T2 ring jewelry [Ego++] Nature While equipped: ----- def ----- Resists +6% nature +5% blight Max.HP +53.00 HP.reg +7.00 Heal.mod +11% Poison- +14% Disease- +14% Rings make your fingers look great! |
Around neck | grounding copper amulet of magic (+2) grounding copper amulet of magic (+2)0.1 T1 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +2 Mag ----- def ----- Resists +12% lightning Stun/Frz- +20% Amulets make your neck look great! |
In main hand | steel longsword 'Bregulach' (111% power, 3 apr) steel longsword 'Bregulach' (111% power, 3 apr)3.0 T2 longsword 1H weapon [Rare] Arcane Power 111% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +5 light +20 blight Against +10% Undead On Hit.r1 +12 blight While equipped: dps ---------- Dmg.mod +15% blight Acc +15 (+4 eff.) ----- def ----- Die.at -60.00 life Sharp, long, and deadly. |
Around waist | Mighty Girdle Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 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. |
In off hand | Crystalline Iron waraxe (112% power, 2 apr) Crystalline Iron waraxe (112% power, 2 apr)3.0 T1 waraxe 1H weapon [Unique] Arcane A part of set. Power 112% Range: 1.4x Uses 100% Str Dmg Arcane Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Wil +3 Con dps ---------- Phys.pwr +12 (+3 eff.) Spell.pwr +12 (+4 eff.) Dmg.mod +10% arcane Recover the Crystal Focus (destroys this weapon). Uses 1 power out of 1/1 One-handed war axes. Transformed with the power of the Spellblaze. |
Cloak | Chalekhad (2 def, 0 armour) Chalekhad (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +1 Dex +2 Cun +3 Con dps ---------- Phys.pwr +20 (+5 eff.) Mind.pwr +10 (+5 eff.) Acc +15 (+4 eff.) ----- def ----- Defense +2 (+1 eff.) ---------- misc Stam/turn +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Airquick the dwarven-steel mail armour (3 def, 8 armour) Airquick the dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Acc +5 (+2 eff.) ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +15% lightning +24% cold +6% darkness Crit.chn- 5.00% Spell.save +6 (+3 eff.) Die.at -20.00 life A suit of armour made of mail. |
Inventory
Blood of Life Blood of Life0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
movement infusion of the wizard (speed 600%; cd 13) movement infusion of the wizard (speed 600%; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 600% 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 Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the titan (heal 165; 14 cd) regeneration infusion of the titan (heal 165; 14 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 165 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the titan (res 23%; physical; dur 4; cd 13) wild infusion of the titan (res 23%; physical; dur 4; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd 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 23% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Rune of the Rift (214.00 temporal damage, removed from time 4 turns) Rune of the Rift (214.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 220.42 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the wizard (threshold 6; blocks 4; dur 4; cd 16) stormshield rune of the wizard (threshold 6; blocks 4; dur 4; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 6 up to 4 times. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Withering Orbs Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed 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... |
copper amulet of constitution (+2) copper amulet of constitution (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con Amulets make your neck look great! |
copper ring of lightning (+22%) copper ring of lightning (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Rings make your fingers look great! |
warrior's copper ring of aether (+11%) warrior's copper ring of aether (+11%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +11% arcane ----- def ----- Armour +4 Resists +11% arcane Rings make your fingers look great! |
Kor's Fall (100% power, 0 apr, darkness element) Kor's Fall (100% power, 0 apr, darkness element)5.0 T1 staff 2H weapon [Unique] Arcane Power 100% Range: 1.2x Uses 110% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+2 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 3.9 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 153.65 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (307). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
surging elm starstaff of might (100% power, 2 apr, physical element) surging elm starstaff of might (100% power, 2 apr, physical element)5.0 T1 staff 2H weapon [Ego] Arcane Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Spell.pwr +3 (+1 eff.) S.pwr/crit +2 Dmg.mod +10% physical ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
steel greatsword 'Lustreminister' (132% power, 2 apr) steel greatsword 'Lustreminister' (132% power, 2 apr)3.0 T2 greatsword 2H weapon [Random Unique] Arcane/Master Power 132% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +16 light On Hit.r1 +12 light On Crit.r2 +4 light On Hit: * 25% chance for lightning to strike from the target to a second target dealing 79 damage While equipped: Stats +3 Con dps ---------- Phys.pwr +10 (+3 eff.) Res.pen +10% all +10% physical Acc +9 (+3 eff.) Apr +9 ----- def ----- Resists +6% acid Disarm- +21% Massive two-handed swords. |
acidic iron longsword (104% power, 2 apr) acidic iron longsword (104% power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Arcane Power 105% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 132 damage over 5 turns and reducing armor and accuracy by 17 Sharp, long, and deadly. |
Cyrenor the Arcquake (105% power, 2 apr) Cyrenor the Arcquake (105% power, 2 apr)3.0 T1 mace 1H weapon [Rare] Master Power 106% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +1 Dex +6 Mag dps ---------- Phys.crit +6.0% Dmg.mod +12% lightning ---------- misc See.Invis +3 Blunt and deadly. |
iron waraxe (102% power, 2 apr) iron waraxe (102% power, 2 apr)3.0 T1 waraxe 1H weapon [Normal] Power 102% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% One-handed war axes. |
iron dagger of massacre (110% power, 5 apr) iron dagger of massacre (110% power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Master Power 110% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
rejuvenating rough leather armour of cold resistance (3 def, 2 armour) rejuvenating rough leather armour of cold resistance (3 def, 2 armour)9.0 T1 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +15% cold HP.reg +3.10 ---------- misc Stam/turn +0.50 A suit of armour made of leather. |
Urelemnir (12 def, 4 armour) Urelemnir (12 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Rare] Arcane While equipped: ----- def ----- Armour +4 Defense +12 (+6 eff.) Fatigue +12% Resists +5% arcane Spell.save +10 (+5 eff.) Die.at -20.00 life Knockbk- +20% Def/telep +15 Res/telep +15% Dur/telep +15% A suit of armour made of mail. |
iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
Relgisantir the Dawnmight Relgisantir the Dawnmight1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Armour +2 Resists +6% lightning +3% light Spell.save +5 (+2 eff.) HP.reg +2.00 Confus- +10% Pinning- +20% ---------- misc Size +1 A belt that goes around your waist. |
rough leather belt of the mystic rough leather belt of the mystic1.0 T1 belt armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +2 (+0 eff.) ----- def ----- Mind.save +6 (+6 eff.) A belt that goes around your waist. |
linen cloak of Eldoral (1 def, 0 armour) linen cloak of Eldoral (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Cun +1 Dex ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak of Iron Throne (1 def, 6 armour) thick linen cloak of Iron Throne (1 def, 6 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Str +1 Con ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots 'Islyssra' (5 def, 1 armour) pair of rough leather boots 'Islyssra' (5 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Str +3 Con ----- def ----- Armour +1 Defense +5 (+2 eff.) Resists +12% lightning +2% physical Phys.save +3 (+2 eff.) Die.at -20.00 life Rush: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
scholar's pair of rough leather boots of speed (0 def, 1 armour) scholar's pair of rough leather boots of speed (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +4 (+1 eff.) Mov.spd +25% ----- def ----- Armour +1 A pair of boots made of leather. |
pair of iron boots 'Shadequencher' (0 def, 3 armour) pair of iron boots 'Shadequencher' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Res.pen +5% darkness Melee Ret 2 darkness ----- def ----- Armour +3 Fatigue +2% Resists +6% darkness Crit.chn- 5.00% Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+6 eff.) Die.at -40.00 life Def/telep +5 Res/telep +5% Dur/telep +5% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
steady iron gauntlets (0 def, 1 armour) steady iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Psionic While equipped: dps ---------- Acc +5 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% Phys.save +5 (+3 eff.) Mind.save +5 (+5 eff.) Disarm- +20% 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. |
linen wizard hat of corrosion (+16%) (1 def, 0 armour) linen wizard hat of corrosion (+16%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% acid ----- def ----- Defense +1 (+0 eff.) Resists +16% acid A pointy cloth hat, very wizardly... |
Polemira the Shadetickler (1 def, 0 armour) Polemira the Shadetickler (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +12% lightning Res.pen +10% darkness ----- def ----- Defense +1 (+0 eff.) Resists +18% lightning Crit.chn- 15.00% ---------- misc Infravis +3 A pointy cloth hat, very wizardly... |
Polurin the hardened leather cap (0 def, 3 armour) Polurin the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Crit.mult +5.00% Res.pen +10% blight ----- def ----- Armour +3 Fatigue +3% Resists +3% temporal Spell.save +3 (+1 eff.) HP.reg +2.00 Cut- +20% Stun/Frz- +20% ---------- misc Stam/ret +1.20 Equi/ret +0.70 A cap made of leather. |
Arulle (10 def, 3 armour) Arulle (10 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +1 Str +3 Wil +2 Cun dps ---------- Phys.pwr +5 (+1 eff.) Mind.pwr +4 (+2 eff.) ----- def ----- Armour +3 Defense +10 (+5 eff.) Fatigue +5% Die.at -60.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Cloudgore the dwarven-steel helm (0 def, 4 armour) Cloudgore the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +5 Mag +6 Wil dps ---------- Spell.crit +3% Mind.pwr +20 (+10 eff.) Dmg.mod +17% blight +10% arcane Melee Ret 8 lightning ----- def ----- Armour +4 Fatigue +4% Resists +12% blight Mind.save +12 (+10 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 onyx 2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: 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. |
2 lapis lazuli 2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+6 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+6 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 garnet 6 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
quartz quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 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. |
Cracklebiter (dig speed 29 turns) Cracklebiter (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +6% lightning +3% light Apr +6 ----- def ----- Resists +3% blight +2% physical HP.reg +2.00 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 3.0 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +73 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. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
Belaranne the elm wand of lightning storm [power 110] (15 cooldown) Belaranne the elm wand of lightning storm [power 110] (15 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 18 ----- def ----- Resists +3% cold +3% mind +9% fire Spell.save +3 (+1 eff.) Create a radius 3 storm for 5 turns. Each turn, creatures within take 22 lightning damage and will be dazed for 1 turn (110 total damage) Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Heart of the Sandworm Queen Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
By Punisher the Cornac Reaver level 23
4th Allure 123rd year of Ascendancy at 12:42 see stats
By Punisher the Cornac Reaver level 20
7th Haze 122nd year of Ascendancy at 13:39 see stats
By Punisher the Cornac Reaver level 10
6th Mirth 122nd year of Ascendancy at 18:48 see stats
By Punisher the Cornac Reaver level 20
6th Haze 122nd year of Ascendancy at 17:24 see stats
By Punisher the Cornac Reaver level 21
29th Haze 122nd year of Ascendancy at 06:21 see stats
By Punisher the Cornac Reaver level 9
6th Mirth 122nd year of Ascendancy at 17:00 see stats
By Punisher the Cornac Reaver level 7
78th Pyre 122nd year of Ascendancy at 15:46 see stats
By Punisher the Cornac Reaver level 13
1st Dusk 122nd year of Ascendancy at 16:25 see stats
By Punisher the Cornac Reaver level 18
2nd Haze 122nd year of Ascendancy at 10:27 see stats
By Punisher the Cornac Reaver level 25
9th Regrowth 123rd year of Ascendancy at 01:12 see stats
Log
Your summoned carrion worm mass disappears.
Talent Infusion: Regeneration is ready to use.
Talent Worm Walk is ready to use.
Talent Infusion: Healing is ready to use.
Talent Corrupting Strike is ready to use.
Talent Vitality is ready to use.
Talent Bone Grab is ready to use.
Today is the 9th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Talent Infusion: Movement is ready to use.
Talent Infestation is ready to use.
Punisher activates Infestation.
Talent Chant of Fortitude is ready to use.
Talent Chant of Fortress is ready to use.
Talent Chant of Resistance is ready to use.
Talent Infusion: Wild is ready to use.
Saving done.
Talent Bone Shield is ready to use.
Punisher activates Bone Shield.
Talent Ruin is ready to use.
Punisher activates Ruin.
Talent Blood Vengeance is ready to use.
Talent Overkill is ready to use.
Punisher activates Blood Vengeance.
Punisher activates Overkill.
Rested for 37 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Personal New Achievement: Utterly Destroyed (Nightmare (Adventure) difficulty)!