











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Easy Exploration |
Sex | Male |
Race | Thalore |
Class | Bulwark |
Level / Exp | 20 / 17% |
Size | medium |
Lifes / Deaths | Killed by worm that walks at level 8 on the 12nd Dusk 122nd year of Ascendancy at 01:52 / 100Killed by worm that walks at level 8 on the 12nd Dusk 122nd year of Ascendancy at 02:02 Killed by worm that walks at level 8 on the 12nd Dusk 122nd year of Ascendancy at 02:15 Killed by worm that walks at level 8 on the 12nd Dusk 122nd year of Ascendancy at 02:30 Killed by worm that walks at level 8 on the 12nd Dusk 122nd year of Ascendancy at 02:45 Killed by worm that walks at level 8 on the 12nd Dusk 122nd year of Ascendancy at 03:00 Killed by worm that walks at level 8 on the 12nd Dusk 122nd year of Ascendancy at 03:14 Killed by worm that walks at level 8 on the 12nd Dusk 122nd year of Ascendancy at 03:36 Killed by worm that walks at level 8 on the 12nd Dusk 122nd year of Ascendancy at 03:50 Killed by worm that walks at level 8 on the 12nd Dusk 122nd year of Ascendancy at 04:00 Killed by worm that walks at level 8 on the 12nd Dusk 122nd year of Ascendancy at 04:15 Killed by worm that walks at level 8 on the 12nd Dusk 122nd year of Ascendancy at 04:38 Killed by worm that walks at level 8 on the 12nd Dusk 122nd year of Ascendancy at 04:49 Killed by worm that walks at level 8 on the 12nd Dusk 122nd year of Ascendancy at 05:02 Killed by worm that walks at level 8 on the 12nd Dusk 122nd year of Ascendancy at 05:18 Killed by worm that walks at level 8 on the 12nd Dusk 122nd year of Ascendancy at 05:29 Killed by worm that walks at level 8 on the 12nd Dusk 122nd year of Ascendancy at 05:45 Killed by worm that walks at level 8 on the 12nd Dusk 122nd year of Ascendancy at 05:59 Killed by worm that walks at level 8 on the 12nd Dusk 122nd year of Ascendancy at 06:18 Killed by worm that walks at level 8 on the 12nd Dusk 122nd year of Ascendancy at 06:28 Killed by worm that walks at level 8 on the 12nd Dusk 122nd year of Ascendancy at 06:42 Killed by worm that walks at level 8 on the 12nd Dusk 122nd year of Ascendancy at 06:51 Killed by worm that walks at level 8 on the 12nd Dusk 122nd year of Ascendancy at 07:02 Killed by worm that walks at level 8 on the 12nd Dusk 122nd year of Ascendancy at 07:12 Killed by worm that walks at level 9 on the 12nd Dusk 122nd year of Ascendancy at 17:38 Killed by worm that walks at level 9 on the 12nd Dusk 122nd year of Ascendancy at 17:53 Killed by worm that walks at level 9 on the 12nd Dusk 122nd year of Ascendancy at 18:12 Killed by worm that walks at level 9 on the 12nd Dusk 122nd year of Ascendancy at 18:23 Killed by worm that walks at level 9 on the 12nd Dusk 122nd year of Ascendancy at 18:34 Killed by worm that walks at level 9 on the 12nd Dusk 122nd year of Ascendancy at 18:43 Killed by worm that walks at level 9 on the 12nd Dusk 122nd year of Ascendancy at 18:56 Killed by thunderFang-3 at level 10 on the 19th Dusk 122nd year of Ascendancy at 13:08 Killed by thunderFang-3 at level 11 on the 19th Dusk 122nd year of Ascendancy at 23:25 Killed by thunderFang-3 at level 12 on the 21st Dusk 122nd year of Ascendancy at 06:38 Killed by Dabbois the thalore at level 12 on the 72nd Dusk 122nd year of Ascendancy at 06:10 Killed by Aurajlad the thalore at level 12 on the 72nd Dusk 122nd year of Ascendancy at 06:25 Killed by Dabbois the thalore at level 12 on the 72nd Dusk 122nd year of Ascendancy at 06:55 Killed by skeleton magus at level 13 on the 21st Haze 122nd year of Ascendancy at 01:37 Killed by Islusewe the degenerated skeleton warrior at level 13 on the 21st Haze 122nd year of Ascendancy at 02:06 Killed by forest wight at level 13 on the 21st Haze 122nd year of Ascendancy at 02:18 Killed by orc blood mage at level 13 on the 21st Haze 122nd year of Ascendancy at 13:11 Killed by fire imp at level 13 on the 21st Haze 122nd year of Ascendancy at 13:30 Killed by worm that walks at level 15 on the 35th Haze 122nd year of Ascendancy at 06:15 Killed by worm that walks at level 15 on the 35th Haze 122nd year of Ascendancy at 06:33 Killed by worm that walks at level 15 on the 35th Haze 122nd year of Ascendancy at 06:48 Killed by worm that walks at level 15 on the 35th Haze 122nd year of Ascendancy at 07:10 Killed by worm that walks at level 15 on the 35th Haze 122nd year of Ascendancy at 07:37 Killed by worm that walks at level 15 on the 35th Haze 122nd year of Ascendancy at 07:55 Killed by worm that walks at level 15 on the 35th Haze 122nd year of Ascendancy at 08:15 Killed by thunderFang-3 at level 16 on the 36th Haze 122nd year of Ascendancy at 17:17 Killed by Weirdling Beast at level 16 on the 37th Haze 122nd year of Ascendancy at 14:17 Killed by Weirdling Beast at level 16 on the 37th Haze 122nd year of Ascendancy at 18:29 Killed by Weirdling Beast at level 16 on the 37th Haze 122nd year of Ascendancy at 19:29 Killed by Emynor the skeleton warrior at level 18 on the 6th Decay 122nd year of Ascendancy at 02:50 Killed by Celia at level 18 on the 6th Decay 122nd year of Ascendancy at 05:55 Killed by Celia at level 18 on the 6th Decay 122nd year of Ascendancy at 06:27 Killed by Celia at level 18 on the 6th Decay 122nd year of Ascendancy at 06:46 Killed by Celia at level 18 on the 6th Decay 122nd year of Ascendancy at 07:02 Killed by Celia at level 18 on the 6th Decay 122nd year of Ascendancy at 07:26 Killed by armoured skeleton warrior at level 18 on the 6th Decay 122nd year of Ascendancy at 07:37 Killed by armoured skeleton warrior at level 18 on the 6th Decay 122nd year of Ascendancy at 07:53 Killed by Celia at level 18 on the 6th Decay 122nd year of Ascendancy at 08:09 Killed by armoured skeleton warrior at level 18 on the 6th Decay 122nd year of Ascendancy at 08:47 Killed by skeleton mage at level 18 on the 6th Decay 122nd year of Ascendancy at 08:58 Killed by skeleton mage at level 18 on the 6th Decay 122nd year of Ascendancy at 09:10 Killed by luminous horror at level 18 on the 10th Decay 122nd year of Ascendancy at 03:35 Killed by Dozing Betath at level 18 on the 10th Decay 122nd year of Ascendancy at 22:43 Killed by Sleeping Elitira at level 18 on the 10th Decay 122nd year of Ascendancy at 22:54 Killed by Sleeping Elitira at level 18 on the 10th Decay 122nd year of Ascendancy at 23:04 Killed by Dozing Betath at level 18 on the 10th Decay 122nd year of Ascendancy at 23:15 Killed by Dozing Betath at level 18 on the 10th Decay 122nd year of Ascendancy at 23:30 Killed by Sleeping Elitira at level 18 on the 10th Decay 122nd year of Ascendancy at 23:53 Killed by Dozing Betath at level 18 on the 1st Wintertide 123rd year of Ascendancy at 00:24 Killed by Dozing Betath at level 18 on the 1st Wintertide 123rd year of Ascendancy at 00:35 Killed by Dozing Betath at level 18 on the 1st Wintertide 123rd year of Ascendancy at 00:46 Killed by Dozing Betath at level 18 on the 1st Wintertide 123rd year of Ascendancy at 00:57 Killed by Sleeping Elitira at level 18 on the 1st Wintertide 123rd year of Ascendancy at 01:09 Killed by Dozing Betath at level 18 on the 1st Wintertide 123rd year of Ascendancy at 01:19 Killed by Sleeping Elitira at level 18 on the 1st Wintertide 123rd year of Ascendancy at 01:31 Killed by Dozing Betath at level 18 on the 1st Wintertide 123rd year of Ascendancy at 01:41 Killed by Sleeping Elitira at level 18 on the 1st Wintertide 123rd year of Ascendancy at 01:52 Killed by Sleeping Elitira at level 18 on the 1st Wintertide 123rd year of Ascendancy at 02:03 Killed by Sleeping Elitira at level 18 on the 1st Wintertide 123rd year of Ascendancy at 02:16 Killed by Sleeping Elitira at level 18 on the 1st Wintertide 123rd year of Ascendancy at 02:35 Killed by Dozing Betath at level 18 on the 1st Wintertide 123rd year of Ascendancy at 02:52 Killed by Sleeping Elitira at level 18 on the 1st Wintertide 123rd year of Ascendancy at 03:02 Killed by Dozing Betath at level 18 on the 1st Wintertide 123rd year of Ascendancy at 03:32 Killed by Dozing Betath at level 18 on the 1st Wintertide 123rd year of Ascendancy at 04:39 Killed by Dozing Betath at level 18 on the 1st Wintertide 123rd year of Ascendancy at 04:55 Killed by Dozing Betath at level 18 on the 1st Wintertide 123rd year of Ascendancy at 05:20 Killed by Sleeping Elitira at level 18 on the 1st Wintertide 123rd year of Ascendancy at 06:26 Killed by thunderFang-3 at level 20 on the 61st Regrowth 123rd year of Ascendancy at 23:31 Killed by Weirdling Beast at level 20 on the 62nd Regrowth 123rd year of Ascendancy at 17:03 Killed by Weirdling Beast at level 20 on the 62nd Regrowth 123rd year of Ascendancy at 22:05 Killed by Weirdling Beast at level 20 on the 62nd Regrowth 123rd year of Ascendancy at 22:57 Killed by Weirdling Beast at level 20 on the 63rd Regrowth 123rd year of Ascendancy at 04:53 Killed by Weirdling Beast at level 20 on the 63rd Regrowth 123rd year of Ascendancy at 06:37 Killed by Weirdling Beast at level 20 on the 63rd Regrowth 123rd year of Ascendancy at 08:06 Killed by Weirdling Beast at level 20 on the 63rd Regrowth 123rd year of Ascendancy at 10:09 Killed by Weirdling Beast at level 20 on the 63rd Regrowth 123rd year of Ascendancy at 12:14 |
Primary Stats
Strength | 50 (base 36) |
Dexterity | 44 (base 39) |
Constitution | 31 (base 27) |
Magic | 10 (base 10) |
Willpower | 14 (base 10) |
Cunning | 16 (base 10) |
Resources
Life | 720/720 |
Stamina | 179/179 |
Healing Factor | 1.2658714593978 |
Regeneration | 4.6426430435335 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +101% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 18.815289237657 |
See Invisible | 18.815289237657 |
Offense: Mainhand
Damage | 77 |
Accuracy | 34 |
Crit Chance | 3% |
APR | 27 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 10 |
Crit Chance | 3% |
Speed | 1 |
Offense: Mind
Mindpower | 19 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +11% |
Light | +10% |
Physical | +8% |
Cold | +12% |
All | 0% |
Offense: Damage Penetration
Darkness | +10% |
Fire | +7% |
Physical | +7% |
Defense: Base
Armour (hardiness) | 52.317011280365 (72.903125182002%) |
Defense | 39 |
Ranged Defense | 39 |
Fatigue | 0 |
Physical Save | 27 |
Spell Save | 17 |
Mental Save | 15 |
Defense: Resistances
Nature | + 26%( 70%) |
Lightning | + 13%( 70%) |
Light | + 35%( 70%) |
Temporal | + 15%( 70%) |
Blight | + 12%( 70%) |
Darkness | + 46%( 70%) |
Cold | + 63%( 70%) |
All | + 8%( 70%) |
Defense: Immunities
Disarm Resistance | 40% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 27% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
Technique / Superiority | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Battle tactics | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Technique / Shield defense | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Race / Thalore | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 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 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. | active |
You failed to protect the lost defiler from death by large brown snake. Escort: lost defiler (level 1 of Old Forest) | failed |
You failed to protect the lost defiler from death by brown bear. Escort: lost defiler (level 3 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Heightened Senses (+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 |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | 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. | 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 the fox. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed pouch of luminous horror dust. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed vial of squid ink. * You've found the needed electric eel tail. 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 ice wyrm tooth. * You've found the needed bear paw. * '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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | 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 Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Fatigue: +2% Stamina each turn: +0.30 Maximum stamina: +12.00 Infravision radius: +1 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 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.(58 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +4 Armour: +3 Fatigue: +5% Changes stats: +3 Cun / +2 Dex Changes resistances: +6% lightning / +5% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+3 eff.) Changes stats: +3 Str / +3 Wil / +3 Cun Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+2 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Mindhook (costing 16 power out of 24/24) : Effective talent level: 4.0 Power cost: 16 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Gain a 10% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +22% darkness Changes damage: +11% darkness Rings make your fingers look great! |
On fingers | ![]() Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag Changes resistances: +24% cold Changes damage: +12% cold Spell save: +4 (+3 eff.) Rings make your fingers look great! |
Around neck | ![]() Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+5 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
In main hand | ![]() Requires: - Strength 24 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 3 Base power: 26.5 - 37.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +14 Crit. chance: +1.5% Attack speed: 100% Damage Shield penetration (this weapon only): +12% Damage (radius 2) on crit: +25 fire When wielded/worn: Accuracy: +11 (+5 eff.) Armour penetration: +9 Effects on melee hit: * 10% chance to reduce damage dealt by 11% Changes resistances: +3% temporal Changes resistances penetration: +7% physical / +10% darkness / +7% fire Global speed: +1% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Blunt and deadly. |
Around waist | ![]() 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. |
In off hand | ![]() Requires: - Shield usage training - Strength 25 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 22.5 - 31.5 Uses stat: 150% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.0% Block value: +60 When wielded/worn: Armour: +10 Defense: +9 (+3 eff.) Fatigue: +14% Changes resistances: +20% cold / +20% darkness / +20% nature Talent granted: +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
Cloak | ![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +2 (+1 eff.) Changes resistances: +16% cold Spell save: +5 (+4 eff.) Mental save: +5 (+5 eff.) 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: - Heavy armour training - Strength 20 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +11 Defense: +2 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +3 Con Physical save: +6 (+3 eff.) Maximum life: +32.00 A suit of armour made of mail. |
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 11% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 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. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 106 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 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 24% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 magical effect and reduce all damage taken by 22% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 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: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 150 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 70 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. 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. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 30 with a minimum range of 15. 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. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 34 with a minimum range of 15. Its effects scale with your Willpower stat. 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. |
![]() 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 (+3 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 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Life regen: +5.00 Maximum life: +47.00 Healing mod.: +11% Rings make your fingers look great! |
![]() Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 22.5 - 36.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +4 physical / +16 cold Damage (radius 2) on crit: +8 nature When wielded/worn: Accuracy: +7 (+3 eff.) Physical crit. chance: +9.0% Defense: +9 (+3 eff.) Critical mult.: +10.00% Disarm immunity: +28% Massive two-handed swords. |
![]() Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 34.5 - 55.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +14 cold Damage (radius 1) on hit: +7 fire When wielded/worn: Damage when hit (Melee): 6 light Changes stats: +1 Cun / +2 Wil Mindpower: +10 (+5 eff.) Massive two-handed swords. |
![]() Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 1). On weapon hit: * 6% chance to reduce strength, dexterity, and constitution by 6 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +5 blight When wielded/worn: Physical crit. chance: +6.0% Disease immunity: +13% Sharp, long, and deadly. |
![]() Requires: - Strength 12 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 23.0 - 32.2 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +8 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +15 cold When wielded/worn: Accuracy: +10 (+5 eff.) Changes resistances: +10% cold Changes damage: +10% cold Spellpower: +10 (+10 eff.) Movement speed: +10% Talent on hit(spell): Glacial Vapour (20% chance level 1). It can be used to activate talent Tidal Wave (costing 80 power out of 80/80) : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 3.90 cold damage and 3.76 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 3 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
![]() Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 25.0 - 35.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Damage (radius 1) on hit: +5 fire One-handed war axes. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% lightning / +6% temporal A belt that goes around your waist. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+4 eff.) Damage when hit (Melee): 10 cold Changes resistances: +7% all / +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent masteries: +0.30 Spell / Glacial waste +0.30 Spell / Rime wraith +0.30 Spell / Water +0.30 Spell / Frost alchemy +0.30 Spell / Grave +0.30 Spell / Ice Spellpower: +5 (+5 eff.) Movement speed: +15% Talent on hit(spell): Water Jet (5% chance level 1). This deep blue robe flows and ripples as if pushed by an invisible tide. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -4% Maximum encumbrance: +22 Physical save: +6 (+3 eff.) Stamina each turn: +0.50 Maximum stamina: +21.00 A pair of boots made of leather. |
![]() Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +6% lightning / +5% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Defense: +16 (+6 eff.) Fatigue: +2% Changes stats: +3 Cun / +2 Dex Changes resistances: +15% lightning Poison immunity: +50% Pinning immunity: +50% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 25 power out of 50/50) : Effective talent level: 2.0 Power cost: 25 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 30.19 to 90.56 lightning damage (60.37 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
![]() Requires: - Massive armour training - Strength 28 Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Changes resistances: +52% cold Changes resistances penetration: +10% light Changes damage: +6% light Equilibrium when hit: +0.16 A suit of armour made of metal plates. |
![]() Requires: - Shield usage training - Strength 16 Crafted by a master Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 18.5 - 22.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +40 When wielded/worn: Armour: +4 Fatigue: +8% Effects on melee hit: * 5% chance to reduce all saves and defense by 13 Effects when hit in melee: * 14% chance to reduce all saves and defense by 13 Changes resistances: +16% lightning Talent granted: +1 Block Handheld deflection devices. |
![]() Requires: - Shield usage training - Strength 16 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 13.0 - 15.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +74 When wielded/worn: Armour: +7 Fatigue: +8% Changes resistances: +10% nature / +12% blight Talent granted: +1 Block Handheld deflection devices. |
![]() Requires: - Shield usage training - Strength 16 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 16.5 - 19.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +37 Damage (Melee): +13 cold When wielded/worn: Accuracy: +8 (+4 eff.) Armour: +4 Fatigue: +8% On shield block: * Deals 53 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Changes stats: +2 Str / +2 Dex / +1 Wil Changes resistances: +12% cold Talent granted: +1 Block Handheld deflection devices. |
![]() 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: 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 (+2 eff.) Spell save: +4 (+3 eff.) Mental save: +4 (+4 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+3 eff.) Mental save: +4 (+4 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 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +6% darkness / +5% fire 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 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +3 Con Changes resistances: +6% blight Changes resistances penetration: +20% arcane Spell save: +9 (+6 eff.) Mental save: +7 (+6 eff.) Life regen: +6.00 Vim when firing critical spell: +2.00 Light radius: +7 See stealth: +8 See invisible: +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +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. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+7 eff.) Mindpower: +5 (+3 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 5 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() Powered by 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 239/400. 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. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 203 Base Damage: 102 Armor: 1 All Resist: 0 Activation puts all charms on cooldown for 25 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 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
Log
There is a stair back to the lake of Nur here (press '' or right click to use).
ThunderFang-3 is free from the acid.
There is an entrance to the Sher'Tul ruins here (press '' or right click to use).
You feel mildly anxious, and walk with caution.
Saving game...
Talent Shield Pummel is ready to use.
Saving done.
Space around you starts to dissolve...
Rod of Recall (0/1) is still recharging.
ThunderFang-3 fails to disarm a trap (water jet).
ThunderFang-3 triggers a water jet!
Water jet hits thunderFang-3 for 37 physical damage.
Talent Gift of the Woods is ready to use.
ThunderFang-3 uses Gift of the Woods.
ThunderFang-3 starts regenerating health quickly.
ThunderFang-3 stops regenerating health quickly.
You are yanked out of this place!
There is a A path into the Old Forest 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.
Saving game...
Saving done.