Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.5 |
| Addons | Doctornull's Tweak Pack 1.1.6A collection of tweaks for existing ToME content. Stone Wardens DLC Class 1.1.3Donators/Buyers bonus! Auto Transmogrify on Rest 1.0.0Automatically Transmogrify things you'll never use when you rest. Midnight 1.1.5Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Haunted class 1.1.5Haunted: an unarmed hate-based warrior Doctornull's Class Pack 1.1.6This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Alternate Zones Option 1.0.6Adds a game option "Alternate zones" to enable or disable (or optionally force) v1.0.3's new alternate zones, either globally or individually by zone. Also available as part of the ZOmnibus Addon Pack. Weapons Pack 1.1.5This adds new weapon types and egos to the game. - Tridents are unchanged, but generate more often. Most of the stuff here can be individually turned on/off in the Game Options menu. So you could use this addon just for the extra tridents if you really wanted to. New Gem Types 1.1.6Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Trolls 1.1.3Adds Trolls as a player race(two subraces), reworks NPCs a bit. Arcanum Class Pack 1.1.5Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Necromancy+ 1.1.5Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Items Vault 1.1.2Donators/Buyers bonus! Steamtech UI 1.0.5 Verdant Class Pack 1.1.5Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Berserker |
| Level / Exp | 32 / 73% |
| Size | medium |
| Lifes / Deaths | Killed by Minotaur of the Labyrinth at level 12 on the 31st Dusk 122nd year of Ascendancy at 00:45 2 / 4Killed by Golbug the Destroyer at level 26 on the 80th Haze 122nd year of Ascendancy at 10:03 Killed by Shasshhiy'Kaish at level 31 on the 15th Regrowth 123rd year of Ascendancy at 22:36 Killed by luminous horror at level 32 on the 23rd Regrowth 123rd year of Ascendancy at 14:08 |
| Antimagic | Follower |
Primary Stats
| Strength | 52 (base 50) |
| Dexterity | 18 (base 11) |
| Constitution | 52 (base 49) |
| Magic | 12 (base 10) |
| Willpower | 54 (base 23) |
| Cunning | 55 (base 25) |
Resources
| Life | 963/963 |
| Stamina | 233/233 |
| Equilibrium | 72 |
| Healing Factor | 1.75 |
| Regeneration | 19.8625 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 6 |
| See Stealth | 34 |
| See Invisible | 37 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 115 |
| Accuracy | 55 |
| Crit Chance | 43% |
| APR | 25 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Mind
| Mindpower | 41.6 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +10% |
| All | 0% |
| Physical | +10% |
| Fire | +10% |
| Nature | +26% |
Offense: Damage Penetration
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 27.92 (81.030927835052%) |
| Defense | 27.9 |
| Ranged Defense | 30.4 |
| Fatigue | 30 |
| Physical Save | 42.675 |
| Spell Save | 44.375 |
| Mental Save | 48.925 |
Defense: Resistances
| Darkness | + 25%( 70%) |
| Temporal | + 30%( 70%) |
| Blight | + 46%( 70%) |
| All | + 12%( 70%) |
| Cold | + 35%( 70%) |
| Nature | + 36%( 70%) |
Defense: Immunities
| Stun Resistance | 34% |
| Confusion Resistance | 15% |
| Pinning Resistance | 72% |
| Knockback Resistance | 21% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 751% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: Wild GrowthUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 5 turns, pinning them in place and dealing 58.58 physical damage and 134.20 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. |
| Infusions | Effective talent level: 1.0 Infusion: PredatorUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: These infusions are a distillation of the potency of a wide variety of natural predators, granting the target a measure of their strengths and senses. Upon using the infusion, your predatory senses allow you to immediately reveal the terrain in a radius 8 around you. In addition, for the duration (9 turns): - You gain infravision out to range 10. - You deal +10% extra damage to chosen prey (creatures of type demon). - Your attacks are have a 37% chance to inflict a crippling poison. The poison inflicts 27.29 nature damage per turn for 7 turns (191.05 total), and each time a poisoned creature tries to use a talent, it will have a 22% chance to fail and lose a turn. Using this infusion never breaks Stealth. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, physical effects and reduce all damage taken by 26% for 4 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental, physical effects and reduce all damage taken by 17% for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Technique / Two-handed maiming | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Technique / Bloodthirst | 1.20 |
| 2/5 |
| 3/5 |
| 2/5 |
| 3/5 |
| Technique / Two-handed weapons | 1.30 |
| 1/5 |
| 2/5 |
| 3/5 |
| 4/5 |
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| 3/5 |
Prodigies
| 1/1 |
Effects
| talent | Berserker |
| talent | Blood Frenzy |
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. They asked about the staff. | 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 |
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 gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. | active |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved spell save by +4. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Dreadfell. Escort: lost anorithil (level 2 of Dreadfell)As a reward you improved mental save by +4. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved talent Hack'n'Back (+1 level(s)). | done |
You failed to protect the lost warrior from death by skeleton mage. Escort: lost warrior (level 8 of Dreadfell) | failed |
You failed to protect the repented thief from death by cold drake hatchling. Escort: repented thief (level 1 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved Strength by +2. | 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 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 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 |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | 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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 277. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | 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 |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of the savior without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | 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 within1 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | restorative pair of voratun boots of uncanny dodging (4 def, 5 armour) restorative pair of voratun boots of uncanny dodging (4 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +4 Ranged Defense: +5 Fatigue: +4% Life regen: +3.20 Healing mod.: +23% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | watchleader's alchemist's lamp watchleader's alchemist's lampCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Blindness immunity: +28% Confusion immunity: +15% Light radius: +7 See stealth: +7 See invisible: +10 It can be used to activate talent Track, placing all other charms into a 36 cooldown : Effective talent level: 3.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 33 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Eye of the Forest (8 def, 0 armour) Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 32 power out of 35/35) : Effective talent level: 1.6 Power cost: 32 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around your in a radius of 3. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
| Tool | Fortune's Eye Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 Armour penetration: +12 Defense: +12 Changes stats: +10 Lck / +5 Cun Physical save: +10 Spell save: +10 Mental save: +10 See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 17 power out of 35/35) : Effective talent level: 2.0 Power cost: 17 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 28 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
| On fingers | Berirathad BerirathadInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Mag / +7 Wil / +6 Cun Allows you to breathe in: water Mindpower: +5 Rings can have magical properties. |
| On fingers | sneakthief's stralite ring of life sneakthief's stralite ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +6 Changes stats: +7 Cun / +4 Dex Life regen: +1.40 Maximum life: +60.00 Healing mod.: +22% Rings can have magical properties. |
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% cold / +20% nature / +20% blight Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | Burning Rage (70-105 power, 6 apr) Burning Rage (70-105 power, 6 apr)Requires: - Strength 35 Infused by psionic forces 5.00 Encumbrance. 1.20 Ego Multiplier. [Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 70.0 - 105.0 Uses stats: 60% Wil, 60% Str Damage type: Physical Mastery: Greatweapon Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +10.0% Attack speed: 100% Burst (radius 2) on crit: +100 fire burn Damage conversion: 50% dreamforge When wielded/worn: Defense: -5 Changes damage: +10% physical / +10% fire / +10% mind Critical mult.: +40.00% This stralite maul was forged with pure rage. What the rage was about is lost, but the rage still lingers. |
| On hands | naturalist's drakeskin leather gloves of the juggernaut (0 def, 3 armour) naturalist's drakeskin leather gloves of the juggernaut (0 def, 3 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Changes stats: +3 Con Damage when the wearer hits(melee): 9 nature Changes resistances: +7% nature Changes damage: +6% nature Physical save: +19 Spell save: +4 Mental save: +6 It can be used to activate talent Juggernaut, placing all other charms into a 27 cooldown : Effective talent level: 5.2 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 36% for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | radiant stralite plate armour of command (16 def, 19 armour) radiant stralite plate armour of command (16 def, 19 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +19 Defense: +16 Fatigue: +26% Changes stats: +3 Cun / +1 Wil Damage when the wearer is hit: 8 light Changes resistances: +15% darkness / +19% blight Mental save: +18 Light radius: +1 A suit of armour made of metal plates. |
| Cloak | Cyrylle (2 def, 0 armour) Cyrylle (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Changes stats: +3 Dex / +2 Wil / +3 Cun Changes resistances: +6% temporal / +6% cold Spell save: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | stabilizing voratun amulet of willpower (+10) stabilizing voratun amulet of willpower (+10)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +10 Wil Changes resistances: +14% temporal Pinning immunity: +38% Knockback immunity: +21% Amulets can have magical properties. |
Inventory
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score |
Adyyath the stralite amulet Adyyath the stralite amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +7 Defense: +6 Changes stats: +1 Dex Changes resistances: +6% mind Changes resistances cap: +5% all Physical save: +15 Mental save: +9 Amulets can have magical properties. |
quick stralite greatmaul of disruption (54.5-81.75 power, 3 apr) quick stralite greatmaul of disruption (54.5-81.75 power, 3 apr)Requires: - Strength 35 Infused by arcane disrupting forces Crafted by a master 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 54.5 - 81.8 Uses stat: 120% Str Damage type: Physical Mastery: Greatweapon Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 111% Special effect when this weapon hits: disrupts spell-casting Damage against: +24% Undead / +11% Construct When wielded/worn: Accuracy: +10 Changes stats: +5 Dex Massive two-handed maul. |
troll-hide reinforced leather armour of cold resistance (4 def, 7 armour) troll-hide reinforced leather armour of cold resistance (4 def, 7 armour)Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 Fatigue: +8% Changes resistances: +18% cold Life regen: +11.00 A suit of armour made of leather. |
Geba the dwarven-steel pickaxe (dig speed 16 turns) Geba the dwarven-steel pickaxe (dig speed 16 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +1% physical / +8% fire / +6% lightning / +6% darkness Knockback immunity: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 5 When wielded/worn: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 When used to imbue an object: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used to imbue an object: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 Gems can be sold for money or used in arcane rituals. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 180 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. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison, costing 23 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered 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), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power, any items dropped inside is 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. |
quiet stralite torque of thermal psionic shield [power 93] (18 cooldown) quiet stralite torque of thermal psionic shield [power 93] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Talent cooldown: Silence (+5 turn) Talent granted: +4 Silence It can be used to setup a psionic shield, reducing all fire and cold damage by 93 for 6 turns, placing all other charms into a 18 cooldown. Torques are made by powerful psionics to store psionic powers. |
steel torque of charged psionic shield [power 45] (18 cooldown) steel torque of charged psionic shield [power 45] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all lightning and blight damage by 45 for 6 turns, placing all other charms into a 18 cooldown. Torques are made by powerful psionics to store psionic powers. |
stralite torque of kinetic psionic shield [power 119] (18 cooldown) stralite torque of kinetic psionic shield [power 119] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to setup a psionic shield, reducing all physical and acid damage by 119 for 6 turns, placing all other charms into a 18 cooldown. Torques are made by powerful psionics to store psionic powers. |
elven-wood totem of cleansing 'Islulaith' [power 5] (23 cooldown) elven-wood totem of cleansing 'Islulaith' [power 5] (23 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Changes resistances: +5% arcane / +6% cold / +3% nature / +6% darkness It can be used to remove magical effects from the target (up to 5), placing all other charms into a 23 cooldown. Natural totems are made by powerful wilders to store nature power. |
rushing elven-wood totem of healing [power 210] (32 cooldown) rushing elven-wood totem of healing [power 210] (32 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Talent granted: +3 Rushing Claws It can be used to heal the target for 210, and remove up to 2 poisons or diseases, placing all other charms into a 32 cooldown. Natural totems are made by powerful wilders to store nature power. |
sugilite sugilite0.00 Encumbrance. Type: gem / violet ; tier 3 When wielded/worn: Changes resistances penetration: +6% all Critical mult.: +6.00% When used to imbue an object: Changes resistances penetration: +6% all Critical mult.: +6.00% Gems can be sold for money or used in arcane rituals. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When wielded/worn: Defense: +10 Changes resistances: +30% darkness Changes damage: +30% light Light radius: +3 When carried: Light radius: +1 It can be used to map surroundings, costing 27 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
moonstone moonstone0.00 Encumbrance. Type: gem / white ; tier 4 When wielded/worn: Armour: +16 Changes resistances: +4% all When used to imbue an object: Armour: +16 Changes resistances: +4% all Gems can be sold for money or used in arcane rituals. |
fire opal fire opal0.00 Encumbrance. Type: gem / yellow ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Pumped Era the Cornac Berserker level 25
62nd Haze 122nd year of Ascendancy at 17:33 see stats
Antimagic!
Completed antimagic training in the Ziguranth camp.By Pumped Era the Cornac Berserker level 17
22nd Haze 122nd year of Ascendancy at 09:26 see stats
Arachnophobia
Destroyed the spydric menace.By Pumped Era the Cornac Berserker level 29
5th Decay 122nd year of Ascendancy at 06:02 see stats
Brave new world
Went to the Far East and took part in the war.By Pumped Era the Cornac Berserker level 28
3rd Decay 122nd year of Ascendancy at 04:38 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Pumped Era the Cornac Berserker level 8
1st Summertide 122nd year of Ascendancy at 21:30 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Pumped Era the Cornac Berserker level 26
80th Haze 122nd year of Ascendancy at 12:20 see stats
Exterminator
Killed 1000 creatures.By Pumped Era the Cornac Berserker level 20
55th Haze 122nd year of Ascendancy at 09:58 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Pumped Era the Cornac Berserker level 18
27th Haze 122nd year of Ascendancy at 03:59 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Pumped Era the Cornac Berserker level 15
43rd Dusk 122nd year of Ascendancy at 05:28 see stats
Level 10
Got a character to level 10.By Pumped Era the Cornac Berserker level 10
14th Dusk 122nd year of Ascendancy at 02:32 see stats
Level 20
Got a character to level 20.By Pumped Era the Cornac Berserker level 20
54th Haze 122nd year of Ascendancy at 08:34 see stats
Level 30
Got a character to level 30.By Pumped Era the Cornac Berserker level 30
9th Decay 122nd year of Ascendancy at 14:52 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Pumped Era the Cornac Berserker level 16
79th Dusk 122nd year of Ascendancy at 08:27 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Pumped Era the Cornac Berserker level 25
61st Haze 122nd year of Ascendancy at 01:28 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Pumped Era the Cornac Berserker level 27
80th Haze 122nd year of Ascendancy at 13:57 see stats
That was close
Killed your target while having only 1 life left.By Pumped Era the Cornac Berserker level 24
59th Haze 122nd year of Ascendancy at 04:27 see stats
The Arena
Unlocked Arena mode.By Pumped Era the Cornac Berserker level 7
77th Pyre 122nd year of Ascendancy at 05:06 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By Pumped Era the Cornac Berserker level 10
14th Dusk 122nd year of Ascendancy at 06:01 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By Pumped Era the Cornac Berserker level 31
9th Regrowth 123rd year of Ascendancy at 00:48 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Pumped Era the Cornac Berserker level 31
2nd Regrowth 123rd year of Ascendancy at 06:41 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Pumped Era the Cornac Berserker level 20
55th Haze 122nd year of Ascendancy at 11:06 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Pumped Era the Cornac Berserker level 23
58th Haze 122nd year of Ascendancy at 15:07 see stats
Log
Pumped Era feels pain again.
Pumped Era has finished recovering.
Burning from The Shade of Telos hits Pumped Era for 34 fire damage.
Resting starts...
Rested for 1 turns (stop reason: taken damage).
Pumped Era's mind surges with critical power!
Pumped Era is invigorated by the attack!
Burning from The Shade of Telos hits Pumped Era for 36 fire damage.
Resting starts...
Talent Infusion: Wild Growth is ready to use.
Talent Stunning Blow is ready to use.
Pumped Era stops burning.
Talent Aura of Silence is ready to use.
Pumped Era is moving less freely.
Pumped Era no longer revels in blood quite so much.
Talent Nature's Touch is ready to use.
Pumped Era is no longer attuned.
Talent Infusion: Wild is ready to use.
Talent Warshout is ready to use.
Talent Infusion: Wild is ready to use.
Talent Antimagic Shield is ready to use.
Talent Infusion: Predator is ready to use.
Talent Infusion: Movement is ready to use.
Rested for 34 turns (stop reason: all resources and life at maximum).
Pumped Era activates Blood Frenzy.
There is a previous level here (press '' or right click to use).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
