Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.2 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Ashes of Urh'Rok 1.5.0Official Expansion!Items Vault 1.4.8Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!Possessor Bonus Class 1.5.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Madness Adventure |
| Sex | Male |
| Race | Ogre |
| Class | Adventurer |
| Level / Exp | 21 / 19% |
| Size | huge |
| Lifes / Deaths | Killed by Mayirimira the rattlesnake at level 21 on the 16th Dusk 122nd year of Ascendancy at 06:11 4 / 1 |
Primary Stats
| Strength | 43 (base 12) |
| Dexterity | 25 (base 12) |
| Constitution | 30 (base 12) |
| Magic | 44 (base 23) |
| Willpower | 48 (base 25) |
| Cunning | 48 (base 35) |
Resources
| Life | 654/654 |
| Mana | 410/410 |
| Stamina | 298/298 |
| Paradox | 300 |
| Healing Factor | 1.4299999999999 |
| Regeneration | 7.7934999999993 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 2 |
| See Stealth | 18.615970257669 |
| See Invisible | 27.615970257669 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 84 |
| Accuracy | 26 |
| Crit Chance | 31% |
| APR | 18 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 27 |
| Accuracy | 26 |
| Crit Chance | 18% |
| APR | 5 |
| Speed | 0.90 |
Offense: Spell
| Spellpower | 41 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 43 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| All | +16% |
Defense: Base
| Armour (hardiness) | 16 (30%) |
| Defense | 18 |
| Ranged Defense | 23 |
| Fatigue | 12 |
| Physical Save | 28 |
| Spell Save | 37 |
| Mental Save | 26 |
Defense: Resistances
| All | + 10%( 70%) |
Defense: Immunities
| Stun Resistance | 43% |
| Bleed Resistance | 50% |
| Instadeath Resistance | 100% |
| Silence Resistance | 15% |
| Poison Resistance | 5% |
| Knockback Resistance | 20% |
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: 16 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 407 damage for 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 at most 518 damage for 8 turns. Its effects scale with your Strength stat. |
Class Talents
| Cunning / Shadow magic | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Chronomancy / Spellbinding | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Reaving combat | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Guardian | 1.00 |
| 1/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| Spell / Meta | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Chronomancy / Blade Threading | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
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 must explore the scintillating caves. * You must explore the renegade Shaloren camp. | active |
Escort the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest) | 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 |
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 |
Equipment
| On hands | Bloomvalor the hardened leather gloves (0 def, 2 armour) Bloomvalor the hardened leather gloves (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 8 lightning / 18 cold Changes stats: +1 Wil Changes resistances: +7% lightning / +15% cold / +3% nature Changes damage: +6% lightning / +12% cold Grants telepathy: Dragon Reduces incoming crit damage: 15.00% See invisible: +9 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | dwarven-steel helm 'Brodoleg' (0 def, 4 armour) dwarven-steel helm 'Brodoleg' (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +4 Fatigue: +4% Changes stats: +10 Str / +9 Dex / +2 Mag / +10 Wil / +7 Cun / +6 Con Changes resistances: -24% light / +8% physical Physical save: +11 (+5 eff.) Life regen: +1.90 Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Aerukor [power 91] (17/15 cooldown) Aerukor [power 91] (17/15 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Fatigue: -2% Changes stats: +3 Str / +3 Con Grants telepathy: Dragon Talent cooldown: Strike (-1 turn) Talents granted: +4 Strike +7 Void Blast Light radius: +3 It can be used to disarm traps (91 bonus disarm power, based on Magic) along a range 3 line, putting all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Layaramina LayaraminaInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +11 (+3 eff.) Changes resistances: +3% mind / +5% arcane Changes damage: +6% all Grants telepathy: Dragon Reduces incoming crit damage: 5.00% Disease immunity: +5% Stun/Freeze immunity: +43% Life regen: +2.60 Maximum life: +68.00 Spellpower: +11 (+4 eff.) Mindpower: +16 (+5 eff.) Healing mod.: +14% Rings can have magical properties. |
| Around neck | Nerimissra NerimissraPowered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +4 Damage (Melee): 10 light / 13 darkness Effects when hit in melee: * 9% chance to inflict 15% damage reduction * 12% chance to blind Changes stats: +5 Mag Changes resistances: +6% darkness Changes damage: +13% light / +9% darkness Spell save: +3 (+2 eff.) Disease immunity: +5% Cut immunity: +50% Knockback immunity: +10% Healing mod.: +14% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 287 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
| In main hand | Dethblyd (70-112 power, 18 apr) Dethblyd (70-112 power, 18 apr)Requires: - Magic 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 70.0 - 112.0 Uses stat: 140% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +18 Crit. chance: +20.0% Attack speed: 100% On weapon hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. Lifesteal (this weapon only): +5% When wielded/worn: Changes stats: +10 Str / +8 Mag / +5 Con Changes resistances: +10% all Changes damage: +10% all Talent masteries: +0.10 Corruption / Torture +0.20 Corruption / Brutality +0.20 Corruption / Wrath Talents cooldown: Draining Assault (-1 turn) Abduction (-1 turn) Detonating Charge (-1 turn) Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. |
| In off hand | Adumina (29.5-41.3 power, 5 apr) Adumina (29.5-41.3 power, 5 apr)Requires: - Magic 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Base power: 29.5 - 41.3 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 111% On weapon hit: * 24% chance to cause random gloom * 20% chance to corrode armour by 30% * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +15 mind When wielded/worn: Accuracy: +13 (+7 eff.) Changes stats: +5 Dex / +4 Wil / +4 Cun Changes resistances: +3% darkness / +6% fire Poison immunity: +5% Silence immunity: +15% Only die when reaching: -40.00 life One-handed war axes. |
| Cloak | cashmere cloak 'Mayeldann' (9 def, 0 armour) cashmere cloak 'Mayeldann' (9 def, 0 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +9 (+5 eff.) Changes stats: +3 Str / +4 Mag / +10 Wil / +2 Con Changes resistances: +17% light / +16% fire Changes resistances penetration: +5% mind Changes damage: +6% mind Stealth bonus: +9 Maximum hate: +2.00 Spell crit. chance: +6% Mindpower: +2 (+1 eff.) Mental crit. chance: +1% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Behemoth Hide (4 def, 6 armour) Behemoth Hide (4 def, 6 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +4 (+3 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +10% Changes stats: +2 Str / +2 Con Maximum encumbrance: +20 Knockback immunity: +10% Life regen: +0.70 Stamina each turn: +0.70 Maximum life: +45.00 Maximum stamina: +43.00 Size category: +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Inventory
heroism infusion of the psychic (+13 for 11 turns, die at -581) heroism infusion of the psychic (+13 for 11 turns, die at -581)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 13 for 11 turns. While Heroism is active, you will only die when reaching -581 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower 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 ability. |
schematic: Brain Cap schematic: Brain CapRequires: - Talent Create Tinker 0.10 Encumbrance. [Unique] Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Cyriwe the voratun greatmaul (67-100.5 power, 4 apr) Cyriwe the voratun greatmaul (67-100.5 power, 4 apr)Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 67.0 - 100.5 Uses stat: 120% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 37% chance to daze at end of turn Damage Shield penetration (this weapon only): +20% When wielded/worn: Accuracy: +14 (+7 eff.) Armour penetration: +18 Defense: +7 (+4 eff.) Changes stats: +3 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances penetration: +16% lightning / +17% physical Changes damage: +6% blight / +14% physical Critical mult.: +6.00% Disarm immunity: +55% Massive two-handed mauls. |
Galewalker the stralite greatmaul (53-79.5 power, 3 apr) Galewalker the stralite greatmaul (53-79.5 power, 3 apr)Requires: - Magic 35 Powered by arcane forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 53.0 - 79.5 Uses stat: 120% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 111% When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 64% chance to disease * 20% chance to torment the target Damage (Melee): +19 blight Burst (radius 1) on hit: +16 blight When wielded/worn: Accuracy: +16 (+8 eff.) Damage when hit (Melee): 8 blight Changes stats: +6 Dex Changes resistances: +6% lightning Changes resistances penetration: +16% mind / +10% darkness Changes damage: +3% lightning Disease immunity: +31% Massive two-handed mauls. |
stralite mace 'Xanyna' (36.5-51.1 power, 5 apr) stralite mace 'Xanyna' (36.5-51.1 power, 5 apr)Requires: - Magic 35 Powered by arcane forces Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 4 Base power: 36.5 - 51.1 Uses stat: 100% Mag Damage type: Temporal Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 13% chance to disease Damage (Melee): +12 temporal / +23 blight / +13 cold / +13 nature When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 4 acid Changes resistances: +12% acid Changes damage: +3% acid Blunt and deadly. |
Nexus of the Way (22-24.2 power, 40 apr, mind damage) Nexus of the Way (22-24.2 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 22.0 - 24.2 Uses stats: 60% Wil, 0% Mag, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +6 Wil Changes resistances: +20% mind Changes resistances penetration: +20% mind Changes damage: +20% mind Confusion immunity: +30% Mindpower: +18 (+6 eff.) Mental crit. chance: +9% Activating this item is instant. It can be used to activate talent Wayist (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: 4 Travel Speed: instantaneous Is: a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
Brandonslaught BrandonslaughtRequires: - Dexterity 35 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 4 Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +9 Travel speed: +200% Damage (Ranged): +28 nature Burst (radius 1) on hit: +6 fire When wielded/worn: Physical power: +9 (+3 eff.) Changes stats: +4 Str Changes resistances: +3% fire / +5% all Changes resistances penetration: +14% nature Changes damage: +3% nature / +12% fire Slings are used to hurl stones or metal shots at your foes. |
Galegash GalegashRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +10 Travel speed: +200% Damage (Ranged): +14 fire Burst (radius 1) on hit: +4 lightning Burst (radius 2) on crit: +6 lightning When wielded/worn: Changes stats: +5 Cun Changes resistances: +9% lightning / +9% fire Changes resistances penetration: +11% physical Changes damage: +17% fire Slings are used to hurl stones or metal shots at your foes. |
Brenorasus the dragonbone magestaff (30-36 power, 6 apr, fire element) Brenorasus the dragonbone magestaff (30-36 power, 6 apr, fire element)Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +11 (+6 eff.) Physical crit. chance: +16.0% Physical power: +13 (+4 eff.) Defense: +8 (+5 eff.) Effects on melee hit: * 14% chance to blind Changes stats: +3 Wil Changes damage: +30% fire Talent granted: +1 Command Staff Critical mult.: +30.00% Spell save: +10 (+4 eff.) Mental save: +18 (+9 eff.) Spellpower: +23 (+8 eff.) Spell crit. chance: +8% Mindpower: +8 (+3 eff.) Light radius: +4 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 99.02 light damage. Staves designed for wielders of magic, by the greats of the art. |
Smolderbrawn (30-36 power, 6 apr, physical element) Smolderbrawn (30-36 power, 6 apr, physical element)Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +15.0% Defense: +8 (+5 eff.) Effects on melee hit: * 8% chance to blind Changes stats: +5 Con Changes resistances: +3% darkness / +9% lightning Changes damage: +6% fire / +9% mind / +30% physical Talent granted: +1 Command Staff Critical mult.: +16.00% Spell save: +9 (+4 eff.) Life regen: +1.00 Spellpower: +22 (+7 eff.) Spell crit. chance: +5% Light radius: +3 Healing mod.: +23% It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 73.52 light damage. Staves designed for wielders of magic, by the greats of the art. |
dragonbone starstaff 'Shocksting' (30-36 power, 6 apr, light element) dragonbone starstaff 'Shocksting' (30-36 power, 6 apr, light element)Requires: - Magic 48 Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 10 arcane resource burn When wielded/worn: Accuracy: +22 (+11 eff.) Physical crit. chance: +31.0% Physical power: +18 (+6 eff.) Damage when hit (Melee): 4 lightning Changes resistances: +12% acid Changes damage: +30% light Grants telepathy: Dragon Talent granted: +1 Command Staff Critical mult.: +38.00% Spell save: +9 (+4 eff.) Spellpower: +31 (+10 eff.) Spell crit. chance: +10% Staves designed for wielders of magic, by the greats of the art. |
elven-wood magestaff 'Singeripper' (25-30 power, 5 apr, fire element) elven-wood magestaff 'Singeripper' (25-30 power, 5 apr, fire element)Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +10.0% Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +6% mind / +3% fire Changes damage: +6% mind / +28% fire Talent granted: +1 Command Staff Critical mult.: +14.00% Spellpower on spell critical (stacks up to 3 times): +15 Spellpower: +18 (+6 eff.) Spell crit. chance: +4% It can be used to conjure elemental energy in a radius 8 cone, dealing 38.65 to 46.38 fire damage, putting all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
Razorblade, the Cursed Waraxe (58-81.2 power, 16 apr) Razorblade, the Cursed Waraxe (58-81.2 power, 16 apr)Requires: - Magic 42 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 58.0 - 81.2 Uses stat: 100% Mag Damage type: Physical bleed Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +16 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Str / +4 Dex Changes damage: +10% physical See invisible: +5 This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
Cinderkiss (3 def, 9 armour) Cinderkiss (3 def, 9 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +9 Defense: +3 (+2 eff.) Changes stats: +2 Mag / +3 Wil Changes resistances: +21% cold / +19% darkness / +3% fire Changes resistances penetration: +18% darkness Changes damage: +14% darkness Critical mult.: +15.00% Stealth bonus: +21 Mana each turn: +0.04 Mana when firing critical spell: +4.00 Spellpower on spell critical (stacks up to 3 times): +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
kruk cloak (2 def, 0 armour) kruk cloak (2 def, 0 armour)2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) A stylish kruk-style cloak, to look awesome. |
This item will automatically be transmogrified when you leave the level. Yvywe (0 def, 0 armour)Yvywe (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 12 mind / 4 acid Changes resistances: +9% mind / +16% cold Changes damage: +6% mind / +11% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Chargemonster the hardened leather hat (0 def, 3 armour) Chargemonster the hardened leather hat (0 def, 3 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +6 Dex / +4 Wil / +4 Cun Changes resistances: +12% lightning / +16% darkness / +6% light Physical save: +16 (+8 eff.) Mindpower: +4 (+1 eff.) Light radius: +2 Infravision radius: +5 A hat made of leather. Very stylish. |
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 (+5 eff.) 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 (+6 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power 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 you in a radius of 4. 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. |
Dairulathagen the Thunderfame (4 def, 7 armour) Dairulathagen the Thunderfame (4 def, 7 armour)Requires: - Strength 18 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+3 eff.) Fatigue: +8% Changes stats: +6 Cun / +6 Wil Changes resistances: +7% physical Changes resistances penetration: +15% lightning Changes damage: +3% blight / +3% lightning Physical save: +18 (+9 eff.) Mental save: +18 (+9 eff.) Life regen: +4.40 Maximum life: +46.00 Maximum vim: +40.00 Healing mod.: +16% A suit of armour made of leather. |
The Untouchable (14 def, 12 armour) The Untouchable (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+8 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Xeldamira (12 def, 9 armour, 272 block) Xeldamira (12 def, 9 armour, 272 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +9 Defense: +12 (+7 eff.) Ranged Defense: +12 (+6 eff.) Fatigue: +14% Changes stats: +2 Str / +3 Dex / +6 Con Changes resistances: +23% acid / +23% cold Changes resistances penetration: +15% arcane Changes damage: +6% arcane Grants telepathy: Dragon Talent granted: +5 Block Physical save: +11 (+5 eff.) See invisible: +3 Handheld deflection devices. |
insidious quiver of dragonbone arrows of erosion (21/21, 52.5-73.5 power, 18 apr) insidious quiver of dragonbone arrows of erosion (21/21, 52.5-73.5 power, 18 apr)Requires: - Dexterity 48 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 52.5 - 73.5 Uses stats: 70% Dex, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 21 Damage (Ranged): +15 insidious poison / +17 temporal / +21 nature Arrows are used with bows to pierce your foes to death. |
326 alchemist agate 326 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. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+4 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+4 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) 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 (+3 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+3 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. |
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. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Gwai's Burninator Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 450.08 fire damage (based on Magic), costing 50 power out of 51/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
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. Glimmerwalker [power 2] (17/10 cooldown)Glimmerwalker [power 2] (17/10 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes resistances penetration: +15% mind Changes damage: +9% light Talent cooldown: Lay Web (-1 turn) Talent granted: +2 Lay Web Light radius: +3 It can be used to remove up to 2 poisons or diseases from a target within range 8 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By Chronosol the Ogre Adventurer level 10
3rd Mirth 122nd year of Ascendancy at 20:03 see stats
Level 20 (Madness (Adventure) difficulty)
Got a character to level 20.By Chronosol the Ogre Adventurer level 20
6th Dusk 122nd year of Ascendancy at 19:28 see stats
The Arena (Madness (Adventure) difficulty)
Unlocked Arena mode.By Chronosol the Ogre Adventurer level 13
2nd Summertide 122nd year of Ascendancy at 15:20 see stats
Treasure Hunter (Madness (Adventure) difficulty)
Amassed 1000 gold pieces.By Chronosol the Ogre Adventurer level 14
7th Flare 122nd year of Ascendancy at 06:59 see stats
Log
Chronosol is on fire!
Mayirimira the rattlesnake is weakened by the darkness!
Chronosol resists the mind attack!
Mayirimira the rattlesnake hits Chronosol for (151 absorbed), 0 physical, (3 absorbed), 0 mind, (17 absorbed), 0 fire, (81 absorbed), 0 physical, (5 absorbed), 0 mind, (14 absorbed), 0 fire (0 total damage).
Tempest of Metal hits Chronosol for (53 absorbed), 0 physical, (3 absorbed), 0 mind, (14 absorbed), 0 fire, (37 absorbed), 0 physical, (5 absorbed), 0 mind, (14 absorbed), 0 fire (0 total damage).
Burning from Mayirimira the rattlesnake hits Chronosol for (19 absorbed), 0 fire (0 total damage).
Mayirimira the rattlesnake uses To The Arms.
Your shield crumbles under the damage!
The shield around Chronosol crumbles.
Chronosol starts to bleed.
Chronosol is suffering and fails to concentrate on dealing damage.
Mayirimira the rattlesnake hits Chronosol for (152 absorbed), 42 physical, 5 mind, 14 fire (61 total damage).
Tempest of Metal hits Chronosol for 78 physical, 5 mind, 14 fire (97 total damage).
Chronosol the level 21 ogre adventurer was flamed to death by Mayirimira the rattlesnake on level 1 of Old Forest.
You have 4 life(s) left.
Chronosol deactivates Shielding.
Chronosol deactivates Arcane Shield.
Chronosol deactivates Shadow Feed.
Chronosol stops burning.
Chronosol deactivates Spellcraft.
Chronosol deactivates Shadow Combat.
Chronosol is no longer out of phase.
Chronosol is suffering less.
Chronosol stops bleeding.
Chronosol deactivates Quicken Spells.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Tempest of Metal killed Chronosol!
Saving done.
