










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.3 |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Cornac |
Class | Berserker |
Level / Exp | 49 / 76% |
Size | big |
Lifes / Deaths | Killed by Mayara the snow giant at level 38 on the 35th Haze 123rd year of Ascendancy at 09:14 2 / 5Killed by Layorin the grave wight at level 38 on the 35th Haze 123rd year of Ascendancy at 12:21 Killed by Layymille the orc master assassin at level 40 on the 57th Haze 123rd year of Ascendancy at 12:09 Killed by Massok the Dragonslayer at level 45 on the 22nd Regrowth 124th year of Ascendancy at 00:40 Killed by Bethitha the giant spider at level 47 on the 35th Regrowth 124th year of Ascendancy at 01:34 |
Antimagic | Follower |
Primary Stats
Strength | 138 (base 60) |
Dexterity | 38 (base 23) |
Constitution | 84 (base 65) |
Magic | 13 (base 10) |
Willpower | 51 (base 19) |
Cunning | 72 (base 43) |
Resources
Life | 2023/2023 |
Stamina | 326/326 |
Equilibrium | 33 |
Healing Factor | 1.677682368262 |
Regeneration | 35.650750325559 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +815% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 11 |
Infravision | 5 |
See Stealth | 39.286009934143 |
See Invisible | 39.286009934143 |
Offense: Mainhand
Damage | 219 |
Accuracy | 59 |
Crit Chance | 75% |
APR | 62 |
Speed | 1.00 |
Offense: Spell
Spellpower | 0 |
Crit Chance | 20% |
Speed | 1 |
Offense: Mind
Mindpower | 45 |
Crit Chance | 35% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +6% |
Light | +9% |
Cold | +6% |
Nature | +25% |
Physical | +6% |
Mind | +15% |
All | 0% |
Offense: Damage Penetration
Lightning | +29% |
All | +14% |
Physical | +28% |
Cold | +24% |
Nature | +39% |
Defense: Base
Armour (hardiness) | 79.883307766991 (81.151787968034%) |
Defense | 61 |
Ranged Defense | 61 |
Fatigue | 0 |
Physical Save | 66 |
Spell Save | 52 |
Mental Save | 54 |
Defense: Resistances
Acid | + 45%( 70%) |
Blight | + 35%( 70%) |
Physical | + 46%( 70%) |
Cold | + 43%( 70%) |
All | + 15%( 70%) |
Darkness | + 52%( 70%) |
Light | + 18%( 70%) |
Lightning | + 42%( 70%) |
Fire | + 46%( 70%) |
Nature | + 50%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Confusion Resistance | 10% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 581 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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 45% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
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 345 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 815% 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 Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 31 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 6 turns. While Heroism is active, you will only die when reaching -822 life. The duration and life will increase by 1% for every 1% life you have lost (currently 822 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Class Talents
Technique / Berserker's strength | 1.30 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Technique / Bloodthirst | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 5/5 |
Technique / Two-handed assault | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 3/5 |
Technique / Combat techniques | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Warcries | 1.30 |
| 4/5 |
| 2/5 |
| 3/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Technique / Conditioning | 1.30 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Berserker Rage |
talent | Antimagic Shield |
beneficial effect | Moving at extreme speed (815% faster) and gains 100% stun, daze and pinning immunity. Any action other than movement will cancel it. Wild Speed |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
detrimental effect | Zone-wide effect: +20 defense, +20 all saves, -20 spell power. Disciplined Aura |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | completed |
You successfully escorted the injured seer to the recall portal on level 5 of Dreadfell. Escort: injured seer (level 5 of Dreadfell)As a reward you improved Cunning by +5. | done |
You failed to protect the lost defiler from death by minotaur (wild summon). Escort: lost defiler (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You failed to protect the lost sun paladin from death by Xussra the orc archer. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Misdirection (+1 level(s)). | done |
You failed to protect the repented thief from death by poison gas trap. Escort: repented thief (level 8 of Dreadfell) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved Willpower by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | 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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1618. | 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 named Urkis. The mages of Angolwen are ready to teleport you there. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Stire of Derth. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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 within5 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Effects on melee hit: * 10% chance to reduce damage dealt by 23% Changes stats: +3 Str / +2 Dex / +3 Mag / +3 Wil / +4 Cun / +3 Con Changes resistances: +6% darkness Physical save: +8 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +8 (+3 eff.) Life regen: +5.00 Light radius: +3 Infravision radius: +1 Healing mod.: +13% It can be used to activate talent Rush, placing all other charms into a 22 cooldown : Effective talent level: 2.6 Power cost: 22 out of 25/25. Range: 7 Travel Speed: 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Defense: +14 (+4 eff.) Changes stats: +4 Con / +7 Wil Changes resistances: +3% blight / +12% darkness / +3% light Changes resistances penetration: +14% all Changes damage: +15% mind / +6% lightning Physical save: +20 (+5 eff.) Spell save: +20 (+6 eff.) Mental save: +18 (+6 eff.) Maximum life: +63.00 Light radius: +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +5 (+2 eff.) Physical power: +18 (+4 eff.) Armour: +11 Fatigue: +3% Changes stats: +5 Str / +5 Wil Changes resistances: +6% nature / +13% physical Critical mult.: +15.00% Physical save: +7 (+2 eff.) A cap made of leather. |
Tool | ![]() Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +6 Physical power: +7 (+2 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 23% * 20% chance to reduce armor by 5% Damage when hit (Melee): 2 darkness Changes stats: +2 Str Changes resistances: +3% acid / +7% fire / +7% darkness Changes resistances penetration: +14% physical Critical mult.: +10.00% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour penetration: +2 Changes stats: +2 Dex Changes resistances: +12% lightning / +3% cold / +4% physical Changes resistances penetration: +15% lightning / +10% cold Life regen: +7.00 Maximum life: +44.00 Healing mod.: +11% Rings make your fingers look great! |
On fingers | ![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +16 (+4 eff.) Armour penetration: +17 Defense: +16 (+4 eff.) Fatigue: -10% Effects on melee hit: * 20% chance to reduce all saves and defense by 28 Damage (Melee): 33 physical Effects on ranged hit: * 18% chance to reduce all saves and defense by 28 Damage (Ranged): 35 physical Changes stats: +5 Cun / +2 Wil Changes resistances: +9% nature / +9% darkness Maximum encumbrance: +40 Stun/Freeze immunity: +46% Life regen: +9.00 Psi when hit: +0.08 Hate when firing a critical mind attack: +3.00 Maximum hate: +15.00 Maximum psi: +20.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 17 cooldown : Effective talent level: 4.0 Power cost: 17 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%. Rings make your fingers look great! |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +3 (+1 eff.) Changes stats: +2 Str / +8 Dex / +2 Con Changes damage: +6% physical Critical mult.: +9.00% Only die when reaching: -80.00 life A belt that goes around your waist. |
In main hand | ![]() Requires: - Strength 35 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 45.5 - 68.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% On weapon crit: * Wound the target dealing 321 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +8 cold Damage against: +21% Unnatural When wielded/worn: Armour penetration: +19 Physical crit. chance: +24.0% Physical power: +13 (+3 eff.) Damage when hit (Melee): 2 cold Changes resistances: +6% acid / +9% fire / +9% darkness Changes damage: +6% cold Critical mult.: +30.00% Massive two-handed battleaxes. |
On hands | ![]() Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+2 eff.) Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +25% nature Changes damage: +25% nature Spell save: +15 (+5 eff.) Maximum life: +100.00 Mindpower: +12 (+4 eff.) Mental crit. chance: +15% Light radius: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 145.00 arcane damage and stunned) Activation costs 85 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Main armor | ![]() 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 (+3 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 43 power out of 80/80) : Effective talent level: 3.0 Power cost: 43 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Spit a cloud of flames, doing 28.39 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. |
Cloak | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +18 Defense: +18 (+5 eff.) Changes resistances: +6% acid / +30% cold / +6% nature Changes damage: +9% light Physical save: +13 (+3 eff.) Spell save: +9 (+3 eff.) Maximum life: +196.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Crafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Changes resistances: +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Inventory
![]() 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: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. 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. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 354.00 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. 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. |
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
![]() Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 10 arcane resource burn Changes stats: +1 Str / +1 Dex / +4 Wil / +2 Cun / +8 Con Changes resistances: +9% acid / +12% fire / +39% light / +29% darkness Mental save: +15 (+5 eff.) Blindness immunity: +80% Confusion immunity: +25% Mindpower: +14 (+5 eff.) Infravision radius: +10 Sight radius: +2 See invisible: +15 Amulets make your neck look great! |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 9 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+2 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings make your fingers look great! |
![]() Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 17 power out of 20/20) : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +10 Fatigue: +4% Changes stats: +10 Str / +10 Con Changes resistances: +15% light / +25% darkness Changes resistances cap: +10% darkness Changes damage: +15% light Light radius: -2 Sight radius: -2 Reduce all damage from unseen attackers: 33% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. It can be used to lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early. Activation costs 34 power out of 40/40. The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
![]() 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 9 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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 172 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. |
Achievements
By Sweatballs the Cornac Berserker level 38
31st Haze 123rd year of Ascendancy at 05:27 see stats
By Sweatballs the Cornac Berserker level 40
52nd Haze 123rd year of Ascendancy at 08:41 see stats
By Sweatballs the Cornac Berserker level 47
34th Regrowth 124th year of Ascendancy at 14:00 see stats
By Sweatballs the Cornac Berserker level 41
60th Haze 123rd year of Ascendancy at 02:34 see stats
By Sweatballs the Cornac Berserker level 38
35th Haze 123rd year of Ascendancy at 04:30 see stats
By Sweatballs the Cornac Berserker level 10
9th Flare 122nd year of Ascendancy at 23:40 see stats
By Sweatballs the Cornac Berserker level 40
57th Haze 123rd year of Ascendancy at 09:52 see stats
By Sweatballs the Cornac Berserker level 32
17th Dusk 123rd year of Ascendancy at 13:17 see stats
By Sweatballs the Cornac Berserker level 31
9th Flare 123rd year of Ascendancy at 13:35 see stats
By Sweatballs the Cornac Berserker level 22
8th Decay 122nd year of Ascendancy at 21:16 see stats
By Sweatballs the Cornac Berserker level 27
64th Regrowth 123rd year of Ascendancy at 06:04 see stats
By Sweatballs the Cornac Berserker level 29
68th Regrowth 123rd year of Ascendancy at 12:39 see stats
By Sweatballs the Cornac Berserker level 10
10th Mirth 122nd year of Ascendancy at 20:36 see stats
By Sweatballs the Cornac Berserker level 20
28th Haze 122nd year of Ascendancy at 22:55 see stats
By Sweatballs the Cornac Berserker level 30
52nd Pyre 123rd year of Ascendancy at 21:35 see stats
By Sweatballs the Cornac Berserker level 40
37th Haze 123rd year of Ascendancy at 15:50 see stats
By Sweatballs the Cornac Berserker level 22
9th Decay 122nd year of Ascendancy at 01:27 see stats
By Sweatballs the Cornac Berserker level 27
60th Regrowth 123rd year of Ascendancy at 02:20 see stats
By Sweatballs the Cornac Berserker level 12
40th Dusk 122nd year of Ascendancy at 04:28 see stats
By Sweatballs the Cornac Berserker level 40
57th Haze 123rd year of Ascendancy at 15:23 see stats
By Sweatballs the Cornac Berserker level 27
60th Regrowth 123rd year of Ascendancy at 13:29 see stats
By Sweatballs the Cornac Berserker level 7
78th Pyre 122nd year of Ascendancy at 21:07 see stats
By Sweatballs the Cornac Berserker level 33
55th Dusk 123rd year of Ascendancy at 15:21 see stats
By Sweatballs the Cornac Berserker level 7
1st Mirth 122nd year of Ascendancy at 13:08 see stats
By Sweatballs the Cornac Berserker level 42
4th Decay 123rd year of Ascendancy at 23:04 see stats
By Sweatballs the Cornac Berserker level 23
35th Regrowth 123rd year of Ascendancy at 05:57 see stats
By Sweatballs the Cornac Berserker level 16
65th Dusk 122nd year of Ascendancy at 03:31 see stats
By Sweatballs the Cornac Berserker level 37
29th Haze 123rd year of Ascendancy at 03:22 see stats
Log
You gain 25.00 gold from the transmogrification of stralite waraxe 'Obsidianwar' (30-42 power, 5 apr).
You gain 5.40 gold from the transmogrification of quick stralite waraxe of corruption (34-48 power, 5 apr).
You gain 8.46 gold from the transmogrification of plaguebringer's voratun waraxe of torment (39-55 power, 6 apr).
You gain 25.00 gold from the transmogrification of Stormbore the voratun waraxe (39-55 power, 6 apr).
You gain 7.32 gold from the transmogrification of mage-hunter's reinforced leather sling of true flight.
You gain 19.43 gold from the transmogrification of Filthtreason.
You gain 5.14 gold from the transmogrification of mitotic living mindstar of clarity (16-17 power, 40 apr, nature damage).
You gain 5.80 gold from the transmogrification of hateful pulsing mindstar (12-14 power, 32 apr, mind damage).
You gain 13.09 gold from the transmogrification of epiphanous living mindstar of storms (15-16 power, 40 apr, nature damage).
You gain 6.73 gold from the transmogrification of truestriking voratun mace of erosion (46-65 power, 6 apr).
You gain 5.57 gold from the transmogrification of elemental voratun mace of amnesia (44-62 power, 6 apr).
You gain 10.16 gold from the transmogrification of balanced stralite mace of enduring (36-50 power, 5 apr).
You gain 7.50 gold from the transmogrification of plaguebringer's iron longsword of ruin (12-17 power, 2 apr).
You gain 25.00 gold from the transmogrification of Aryyanne the voratun longsword (42-58 power, 6 apr).
You gain 13.88 gold from the transmogrification of warden's elven-wood longbow of recursion.
You gain 6.32 gold from the transmogrification of runic dragonbone longbow.
You gain 7.85 gold from the transmogrification of mighty dragonbone longbow of dexterity (+8).
You gain 25.00 gold from the transmogrification of Xanodhena the dragonbone longbow.
You gain 13.32 gold from the transmogrification of warbringer's stralite greatsword of evisceration (50-81 power, 3 apr).
You gain 5.22 gold from the transmogrification of voratun greatsword of crippling (64-103 power, 4 apr).
You gain 11.89 gold from the transmogrification of plaguebringer's voratun greatsword of rage (60-97 power, 4 apr).
You gain 15.16 gold from the transmogrification of enhanced stralite greatsword of erosion (50-81 power, 3 apr).
You gain 6.00 gold from the transmogrification of chilling voratun greatsword of crippling (63-101 power, 4 apr).
You gain 9.62 gold from the transmogrification of balanced stralite greatsword of evisceration (50-80 power, 3 apr).
You gain 5.49 gold from the transmogrification of truestriking stralite greatmaul of massacre (67-100 power, 3 apr).
You gain 25.00 gold from the transmogrification of stralite dagger 'Koruvon' (26-34 power, 9 apr).
You gain 25.00 gold from the transmogrification of Forestrazor (32-41 power, 9 apr).
You gain 4.55 gold from the transmogrification of savage's voratun ring of the mind (+17%).
There is a collapsing hidden vault here (press '' or right click to use).
You feel mildly anxious, and walk with caution.