Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
| Addons | Possessor Bonus Class 1.5.3Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Ogre |
| Class | Sun Paladin |
| Level / Exp | 15 / 24% |
| Size | huge |
| Lifes / Deaths | Killed by Adelraba the stone troll at level 5 on the 2nd Mirth 122nd year of Ascendancy at 16:23 0 / 6Killed by Ropeeod the halfling at level 12 on the 4th Dusk 122nd year of Ascendancy at 21:31 Killed by Ropeeod the halfling at level 12 on the 4th Dusk 122nd year of Ascendancy at 23:58 Killed by ritch flamespitter at level 13 on the 55th Dusk 122nd year of Ascendancy at 03:18 Killed by Minotaur of the Labyrinth at level 14 on the 62nd Dusk 122nd year of Ascendancy at 14:34 Killed by Guda the forest troll at level 15 on the 67th Dusk 122nd year of Ascendancy at 01:23 |
Primary Stats
| Strength | 39 (base 32) |
| Dexterity | 13 (base 10) |
| Constitution | 33 (base 20) |
| Magic | 38 (base 32) |
| Willpower | 16 (base 10) |
| Cunning | 16 (base 10) |
Resources
| Life | -12/564 |
| Positive | 1/42 |
| Stamina | 78/167 |
| Healing Factor | 1.3199507389163 |
| Regeneration | 65.261004433498 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 5 |
| See Stealth | 32.896672124873 |
| See Invisible | 26.896672124873 |
Offense: Mainhand
| Damage | 68 |
| Accuracy | 27 |
| Crit Chance | 12% |
| APR | 2 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 28 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 25.596689338462 (59.10447761194%) |
| Defense | 19 |
| Ranged Defense | 23 |
| Fatigue | 23 |
| Physical Save | 32 |
| Spell Save | 36 |
| Mental Save | 36 |
Defense: Resistances
| All | 0%( 73%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Blind Resistance | 34% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 100 damage for 5 turns. |
| 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 239 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Guardian | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Celestial / Light | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 0/5 |
| 2/5 |
| 0/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Effects
| talent | Weapon of Wrath |
| talent | Weapon of Light |
| talent | Chant of Fortitude |
| talent | Shield of Light |
| detrimental effect | The target is on fire, taking 31.79 fire damage per turn. Burning |
| detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 15% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
| beneficial effect | A flow of life spins around the target, regenerating 47.79 life per turn. Regeneration |
| detrimental effect | Huge cut that bleeds, doing 10.28 physical damage per turn. Bleeding |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
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 |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed xorn fragment. * You've found the needed length of troll intestine. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Unrozor the pair of rough leather boots (3 def, 1 armour) Unrozor the pair of rough leather boots (3 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 (+2 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +1% Changes stats: +4 Con Critical mult.: +9.00% Life regen: +0.40 Healing mod.: +5% A pair of boots made of leather. |
| Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (62 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Areselle the linen wizard hat (1 def, 0 armour) Areselle the linen wizard hat (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Damage when hit (Melee): 8 arcane Changes stats: +1 Str / +2 Mag / +5 Con Changes resistances: +18% darkness Changes resistances penetration: +15% blight Changes damage: +12% darkness Light radius: +1 A pointy cloth hat, very wizardly... |
| On hands | Halonarileg the Torchdeath (0 def, 1 armour) Halonarileg the Torchdeath (0 def, 1 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Armour: +1 Changes stats: +2 Con Changes resistances penetration: +25% fire Life regen: +1.00 Stamina each turn: +0.50 Maximum stamina: +10.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | elm wand of clairvoyance 'Porirerin' [power 9] (6 cooldown) elm wand of clairvoyance 'Porirerin' [power 9] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes stats: +4 Wil Spell save: +9 (+4 eff.) Mana when firing critical spell: +3.00 Spell crit. chance: +1% It can be used to reveal the area around you, dispelling darkness (radius 9, power 56 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Brightpulverizer the gold ring Brightpulverizer the gold ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +9 (+3 eff.) Changes resistances: +15% fire Changes resistances penetration: +25% fire Changes damage: +6% light Spellpower: +6 (+3 eff.) Mindpower: +7 (+3 eff.) Light radius: +2 Rings can have magical properties. |
| On fingers | gold ring 'Harilakath' gold ring 'Harilakath'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to disease * 30% chance to corrode armour by 30% Damage when hit (Melee): 8 acid / 16 blight Changes resistances: +6% acid Blindness immunity: +34% Infravision radius: +5 See stealth: +13 See invisible: +7 Rings can have magical properties. |
| Around neck | protective steel amulet of constitution (+2) protective steel amulet of constitution (+2)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +5 Defense: +5 (+3 eff.) Changes stats: +2 Con Changes resistances cap: +3% all Physical save: +8 (+4 eff.) Amulets can have magical properties. |
| In main hand | dwarven-steel greatmaul 'Chamagorn' (41.5-62.25 power, 2 apr) dwarven-steel greatmaul 'Chamagorn' (41.5-62.25 power, 2 apr)Requires: - Strength 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 41.5 - 62.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom * 25% chance for lightning to arc to a second target Damage (Melee): +14 lightning / +4 mind Burst (radius 1) on hit: +4 mind When wielded/worn: Changes resistances: +9% mind Changes damage: +6% mind Massive two-handed mauls. |
| Around waist | insulating rough leather belt of the giants insulating rough leather belt of the giantsCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Changes resistances: +5% cold / +5% fire Spell save: +6 (+3 eff.) Size category: +1 A belt that goes around your waist. |
| In off hand | acidic steel shield (6 def, 2 armour, 16.5-19.8 power, 39 block) acidic steel shield (6 def, 2 armour, 16.5-19.8 power, 39 block)Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Infused by nature 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: +2.5% procs dam / acc Crit. chance: +3.0% Block value: +39 On weapon hit: * 10% chance to corrode armour by 30% When wielded/worn: Armour: +2 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +8% Damage (Melee): 6 acid Damage when hit (Melee): 15 acid Talent granted: +2 Block Handheld deflection devices. |
| Cloak | Nimbusrend (1 def, 6 armour) Nimbusrend (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+1 eff.) Changes stats: +3 Str / +4 Dex / +2 Mag Changes resistances: +15% lightning / +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Arthegahad the steel mail armour (2 def, 6 armour) Arthegahad the steel mail armour (2 def, 6 armour)Requires: - Strength 20 - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Damage when hit (Melee): 16 mind Changes stats: +4 Cun / +4 Wil Changes resistances: +6% mind / +6% physical Changes resistances penetration: +5% mind Changes damage: +6% blight Physical save: +11 (+5 eff.) Mental save: +24 (+9 eff.) A suit of armour made of mail. |
Inventory
marksman's steel ring marksman's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+3 eff.) Changes stats: +4 Dex Rings can have magical properties. |
titan's steel ring titan's steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Con Physical save: +8 (+4 eff.) Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. steel greatmaul of massacre (35.5-53.25 power, 2 apr)steel greatmaul of massacre (35.5-53.25 power, 2 apr) Requires: - Strength 16 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 35.5 - 53.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. insidious steel greatsword of erosion (23.5-37.6 power, 2 apr)insidious steel greatsword of erosion (23.5-37.6 power, 2 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 23.5 - 37.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +17 insidious poison / +7 temporal / +10 nature Massive two-handed swords. |
Elewen the voratun mace (54-75.6 power, 6 apr) Elewen the voratun mace (54-75.6 power, 6 apr)Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 54.0 - 75.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Slows global speed by 8% * leeches stamina from the target Damage (Melee): +12 temporal / +8 nature When wielded/worn: Armour penetration: +1 Physical power: +4 (+1 eff.) Armour: +6 Damage when hit (Melee): 13 nature slow Changes stats: +2 Dex Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. dwarven-steel mace 'Blindenvy' (28-39.2 power, 4 apr)dwarven-steel mace 'Blindenvy' (28-39.2 power, 4 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 28.0 - 39.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +11 insidious poison When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +6% blight / +3% fire / +3% nature / +12% cold Light radius: +3 Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. Growthgore the thorny mindstar (8.5-9.35 power, 24 apr, nature damage)Growthgore the thorny mindstar (8.5-9.35 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% Burst (radius 2) on crit: +12 nature When wielded/worn: Changes resistances penetration: +15% nature Changes damage: +9% nature / +3% mind Mindpower: +9 (+4 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
nature's thorny mindstar (10-11 power, 24 apr, nature damage) nature's thorny mindstar (10-11 power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 10.0 - 11.0 Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +4% blight Changes damage: +2% nature Disease immunity: +10% Mindpower: +6 (+3 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
summoner's thorny mindstar of sand (8.5-9.35 power, 24 apr, mind damage) summoner's thorny mindstar of sand (8.5-9.35 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This natural sand should be returned to the wyrm. This natural mindstar summons a caller. Base power: 8.5 - 9.4 Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 7 physical Changes resistances: +8% physical Changes resistances penetration: +4% physical Changes damage: +7% physical Mindpower: +11 (+5 eff.) Mental crit. chance: +4% It can be used to activate talent Burrow, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 15 of target armor and 7% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. thorny mindstar 'Radianceblur' (10-11 power, 24 apr, nature damage)thorny mindstar 'Radianceblur' (10-11 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 10.0 - 11.0 Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +12 light When wielded/worn: Damage when hit (Melee): 16 mind Changes stats: +2 Cun Changes resistances: +9% mind Changes resistances penetration: +20% mind Critical mult.: +8.00% Mindpower: +6 (+3 eff.) Mental crit. chance: +3% Light radius: +3 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. hardened leather sling 'Galemaim'hardened leather sling 'Galemaim' Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +9 When wielded/worn: Changes stats: +3 Str / +5 Dex / +1 Wil / +2 Con Changes resistances penetration: +5% lightning See invisible: +9 Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. dwarven-steel waraxe 'Lisugann' (18-25.2 power, 4 apr)dwarven-steel waraxe 'Lisugann' (18-25.2 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 18.0 - 25.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +9 (+5 eff.) Changes stats: +6 Wil Changes damage: +9% blight Disarm immunity: +26% Vim when firing critical spell: +2.00 Maximum mana: +40.00 Maximum vim: +30.00 Spell crit. chance: +4% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. cashmere wizard hat 'Cloudbliss' (2 def, 0 armour)cashmere wizard hat 'Cloudbliss' (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +12% lightning Changes resistances penetration: +25% lightning Changes damage: +9% acid Equilibrium when hit: +1.10 Psi when hit: +1.30 Hate when hit: +1.20 A pointy cloth hat, very wizardly... |
dwarven-steel plate armour 'Kirek' (5 def, 11 armour) dwarven-steel plate armour 'Kirek' (5 def, 11 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+3 eff.) Fatigue: +24% Damage when hit (Melee): 20 temporal Changes stats: +3 Str / +1 Wil / +2 Con Changes resistances: +10% acid / +7% physical / +5% fire / +7% cold / +5% lightning Changes damage: +12% arcane Talent cooldown: Rush (-5 turns) Critical mult.: +5.00% Disarm immunity: +23% Stun/Freeze immunity: +28% Knockback immunity: +26% A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. steel plate armour of stability (4 def, 9 armour)steel plate armour of stability (4 def, 9 armour) Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+2 eff.) Fatigue: +22% Changes resistances: +5% physical Physical save: +13 (+6 eff.) A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. dwarven-steel shield (8 def, 2 armour, 31-37.2 power, 72 block)dwarven-steel shield (8 def, 2 armour, 31-37.2 power, 72 block) Requires: - Strength 24 - Talent Heavy Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 31.0 - 37.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.5% Block value: +72 When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +12% Talent granted: +3 Block Handheld deflection devices. |
4 agate 4 agate0.00 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. |
154 alchemist agate 154 alchemist agate0.00 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. |
4 opal 4 opal0.00 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. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 spinel 7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature 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 (1/1) Rod of Recall (1/1)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, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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 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. |
This item will automatically be transmogrified when you leave the level. psionic steel torque of mindblast [power 125] (6 cooldown)psionic steel torque of mindblast [power 125] (6 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to fire a blast of psionic energies in a range 6 beam dealing 62.50 to 125.00 mind damage, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 3 psi. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level. steel torque of psychoportation [power 28] (30 cooldown)steel torque of psychoportation [power 28] (30 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to teleport randomly (rad 28), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level. ash totem of cure ailments [power 2] (10 cooldown)ash totem of cure ailments [power 2] (10 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to remove up to 2 poisons or diseases from a target within range 6 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
6 ametrine 6 ametrine0.00 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. |
7 citrine 7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon 2 zircon0.00 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
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By PRAISE THE SUN the Ogre Sun Paladin level 10
2nd Summertide 122nd year of Ascendancy at 22:10 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By PRAISE THE SUN the Ogre Sun Paladin level 13
21st Dusk 122nd year of Ascendancy at 14:14 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By PRAISE THE SUN the Ogre Sun Paladin level 8
6th Mirth 122nd year of Ascendancy at 22:17 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By PRAISE THE SUN the Ogre Sun Paladin level 8
8th Mirth 122nd year of Ascendancy at 11:56 see stats
Log
Rogue sapper damages himself through Martyrdom!
PRAISE THE SUN receives 7 healing from Shield of Light.
Bleeding from Rogue sapper hits PRAISE THE SUN for 10 physical damage.
PRAISE THE SUN receives 7 healing from Shield of Light.
Guda the forest troll's glacial vapour area effect hits PRAISE THE SUN for 14 cold damage.
Rogue sapper damages himself through Martyrdom!
PRAISE THE SUN receives 7 healing from Shield of Light.
Bleeding from Rogue sapper hits PRAISE THE SUN for 10 physical damage.
PRAISE THE SUN deactivates Second Life.
PRAISE THE SUN has been healed by a blast of positive energy!
PRAISE THE SUN receives 7 healing from Shield of Light.
Something hits PRAISE THE SUN for 0 arcane damage.
PRAISE THE SUN receives 89 healing.
You pickup 0.60 gold pieces.
You pickup 0.75 gold pieces.
PRAISE THE SUN receives 7 healing from Shield of Light.
Guda the forest troll's glacial vapour area effect hits PRAISE THE SUN for 14 cold damage.
Talent Infusion: Regeneration is ready to use.
Talent Execution is ready to use.
Rogue sapper damages himself through Martyrdom!
Bleeding from Rogue sapper hits PRAISE THE SUN for 10 physical damage.
PRAISE THE SUN hits PRAISE THE SUN for 1 physical damage.
PRAISE THE SUN is on fire!
Something hits PRAISE THE SUN for 72 fire damage.
PRAISE THE SUN uses Infusion: Regeneration.
PRAISE THE SUN starts regenerating health quickly.
Saving game...
