













Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Cornac |
Class | Adventurer |
Level / Exp | 50 / 18% |
Size | medium |
Lifes / Deaths | Killed by Bill the Stone Troll at level 11 on the 60th Dusk 122nd year of Ascendancy at 13:30 6 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 53 (base 27) |
Dexterity | 61 (base 20) |
Constitution | 94 (base 60) |
Magic | 30 (base 12) |
Willpower | 147.02041161202 (base 60) |
Cunning | 116 (base 60) |
Resources
Life | 1354/1354 |
Equilibrium | 76 |
Psi | 263/263 |
Healing Factor | 2.02738161731 |
Regeneration | 8.6163718735675 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +66.37802907116% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 7 |
Infravision | 14 |
See Stealth | 91.467616219079 |
See Invisible | 100.46761621908 |
Offense: Mainhand
Damage | 156 |
Accuracy | 63 |
Crit Chance | 53% |
APR | 96 |
Speed | 1.00 |
Offense: Offhand
Damage | 169 |
Accuracy | 63 |
Crit Chance | 53% |
APR | 93 |
Speed | 1.00 |
Offense: Spell
Spellpower | 6.25 |
Crit Chance | 38% |
Speed | 1 |
Offense: Mind
Mindpower | 109 |
Crit Chance | 73% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +20% |
Acid | +10% |
Nature | +83% |
Darkness | +25% |
Mind | +61% |
Physical | +14% |
Fire | +12% |
All | 0% |
Offense: Damage Penetration
Darkness | +28% |
Acid | +25% |
Nature | +85% |
Physical | +34% |
Mind | +45% |
All | +15% |
Defense: Base
Armour (hardiness) | 7 (30%) |
Defense | 49 |
Ranged Defense | 49 |
Fatigue | 0 |
Physical Save | 71 |
Spell Save | 71 |
Mental Save | 83 |
Defense: Resistances
Acid | + 25%( 70%) |
Blight | + 62%( 70%) |
Arcane | + 60%( 70%) |
Mind | + 70%( 70%) |
All | + 18%( 70%) |
Darkness | + 46%( 70%) |
Temporal | + 25%( 70%) |
Physical | + 38%( 70%) |
Cold | + 25%( 70%) |
Fire | + 23%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 94% |
Bleed Resistance | 61% |
Confusion Resistance | 40% |
Knockback Resistance | 0% |
Pinning Resistance | 100% |
Poison Resistance | 81% |
Blind Resistance | 97% |
Inscriptions (3/3)
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 790% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 16% for 3 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 148 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
Wild-gift / Oozing blades | 1.00 |
| 5/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Wild-gift / Ooze | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Wild-gift / Slime | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Wild-gift / Mucus | 1.00 |
| 2/5 |
| 2/5 |
| 5/5 |
| 4/5 |
Wild-gift / Eyal's fury | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 5/5 |
| 1/5 |
| 4/5 |
| 2/5 |
Wild-gift / Mindstar mastery | 1.10 |
| 5/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.10 |
| 1/5 |
| 4/5 |
| 2/5 |
| 4/5 |
Wild-gift / Harmony | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Augmented mobility | 1.20 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Wild-gift / Antimagic | 1.10 |
| 5/5 |
| 1/5 |
| 5/5 |
| 3/5 |
Psionic / Finer energy manipulations | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Beyond the Flesh |
talent | Psiblades |
talent | Skate |
talent | Unstoppable Nature |
talent | Acidic Skin |
talent | Mitosis |
talent | Antimagic Shield |
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 kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you improved talent Skate (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Daikara. Escort: worried loremaster (level 2 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 6 of Dreadfell. Escort: worried loremaster (level 6 of Dreadfell)As a reward you improved Willpower by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 1116. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of precision. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. Agrimley the hermit has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | 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 have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | 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 within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | ![]() Requires: - Level 25 Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. This item has been sent to the Item's Vault. |
On hands | ![]() Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +30 (+8 eff.) Physical crit. chance: +1.0% Armour: +3 Damage (Melee): 15 nature Changes stats: +5 Str / +3 Dex / +5 Wil / +6 Cun / +10 Con Changes resistances: +9% acid / +9% temporal / +10% nature / +15% darkness Changes damage: +11% nature Talent mastery: +0.20 Technique / Grappling Physical save: +30 (+7 eff.) Spell save: +8 (+2 eff.) Mental save: +10 (+2 eff.) Disarm immunity: +94% Stamina each turn: +2.00 Infravision radius: +4 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 26 cooldown : Effective talent level: 5.5 Power cost: 26 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 37% and provides a 21% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Light source | ![]() Infused by nature Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +6.0% Physical power: +30 (+8 eff.) Defense: +10 (+4 eff.) Changes stats: +3 Str / +2 Dex / +7 Wil Changes resistances: +3% all Changes resistances penetration: +15% all Changes damage: +12% fire Critical mult.: +20.00% Physical save: +15 (+3 eff.) Spell save: +10 (+3 eff.) Maximum stamina: +20.00 Light radius: +7 Healing mod.: +30% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +4 Wil Changes resistances: +16% nature Changes damage: +11% nature Physical save: +5 (+1 eff.) A pointy cloth hat, very wizardly... |
On feet | ![]() Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+2 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 17 power out of 20/20) : Effective talent level: 5.4 Power cost: 17 out of 20/20. Range: 7 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 7 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Tool | ![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+1 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns Activation costs 9 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +14 (+4 eff.) Damage when hit (Melee): 4 mind Changes stats: +3 Cun / +7 Dex Changes resistances: +9% mind Equilibrium when hit: +0.04 Maximum hate: +2.00 Mindpower: +15 (+2 eff.) Rings make your fingers look great! |
On fingers | ![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+4 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+2 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 26 power out of 30/30) : Effective talent level: 4.2 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 4 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +14 (+4 eff.) Defense: +17 (+6 eff.) Changes stats: +16 Lck Blindness immunity: +36% Infravision radius: +10 Sight radius: +2 See invisible: +9 Reduce all damage from unseen attackers: 16% Amulets make your neck look great! |
In main hand | ![]() Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 17.0 - 18.7 Uses stats: 97% Wil, 58% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +81 Crit. chance: +5.0% Attack speed: 100% Damage (radius 1) on hit: +8 mind When wielded/worn: Damage (Melee): 14 physical Changes resistances: +9% blight / +20% physical / +6% arcane / +6% fire Changes resistances penetration: +19% physical / +10% mind / +13% darkness Changes damage: +14% physical / +31% mind / +25% darkness Talent granted: +1 Attune Mindstar Mental save: +9 (+2 eff.) Hate when firing a critical mind attack: +6.00 Psi when firing a critical mind attack: +6.00 Maximum hate: +10.00 Mindpower: +82 (+13 eff.) Mental crit. chance: +15% 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. |
Around waist | ![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes stats: +6 Con Changes resistances: +9% cold Changes damage: +21% nature Mental save: +27 (+5 eff.) Psi when hit: +0.12 Mindpower: +40 (+6 eff.) Mental crit. chance: +6% A belt that goes around your waist. |
In off hand | ![]() Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 22.0 - 24.2 Uses stats: 114% Wil, 38% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +78 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +19 Wil Changes resistances: +25% blight / +15% nature Changes resistances penetration: +20% nature / +10% acid Changes damage: +20% nature / +10% acid Talent mastery: +0.10 Wild-gift / Mindstar mastery Talent granted: +3 Ooze Spit Mindpower: +34 (+5 eff.) Mental crit. chance: +9% It can be used to activate talent Slime Wave (costing 26 power out of 30/30) : Effective talent level: 4.5 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 9, doing 204.49 slime damage for 17 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
Cloak | ![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+4 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Mindpower: +6 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 9 power out of 25/25) : Effective talent level: 5.0 Power cost: 9 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 5 turns, rendering it unable to act. Every 130 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Main armor | ![]() Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +4 Defense: +5 (+2 eff.) Effects when hit in melee: * 10% chance to slow global speed by 83% * 9 arcane resource burn Changes resistances: +19% darkness / +20% mind / +15% all Changes resistances penetration: +20% mind Changes damage: +30% mind Physical save: +50 (+11 eff.) Spell save: +17 (+4 eff.) Mental save: +46 (+9 eff.) Poison immunity: +20% Knockback immunity: +24% Life regen: +4.00 Psi each turn: +1.00 Only die when reaching: -80.00 life Maximum life: +60.00 Maximum psi: +36.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Defense after a teleport: +18 Resist all after a teleport: +18% New effects duration reduction after a teleport: +18% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() copper amulet 'Isleyanne' Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +24% acid / +14% light / +13% darkness / +5% arcane Blindness immunity: +26% Disease immunity: +20% Knockback immunity: +20% Maximum life: +100.00 Healing mod.: +5% Amulets make your neck look great! |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 9 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() thorny mindstar (10-11 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 10.0 - 11.0 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Mindpower: +6 (+1 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. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +17 Cun / +20 Wil Changes resistances: +18% acid Changes damage: +21% lightning Damage against: +37% Summoned Reduced damage from: +45% Summoned Mental crit. chance: +4% A belt that goes around your waist. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +6 Defense: +14 (+5 eff.) Changes stats: +3 Mag / +3 Wil Physical save: +25 (+6 eff.) Spell save: +25 (+6 eff.) Mental save: +19 (+4 eff.) Maximum mana: +60.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: 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. |
![]() 0.00 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. |
![]() Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Physical save: +9 (+2 eff.) Spell save: +11 (+3 eff.) Mental save: +9 (+2 eff.) Maximum life: +62.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 9 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 172 power out of 297/400. 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. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 585.60 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 22 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 55.5 - 66.6 Uses stat: 92% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +14.5% Capacity: 19 On weapon crit: * Wound the target dealing 224 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 52.0 - 62.4 Uses stat: 92% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +16 Armour Penetration: +6 Crit. chance: +7.0% Capacity: 43 When wielded/worn: Ammo reloads per turn: +4 Shots are used with slings to pummel your foes to death. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Defense: +20 (+7 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 42% Damage when hit (Melee): 6 physical Changes stats: +5 Dex Changes resistances: +15% darkness / +2% physical It can be used to heal yourself and all friendly characters within 10 spaces for 536 Activation puts all charms on cooldown for 13 turns. When used: * Reduce 3 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By fu4zuo4yong4 the Cornac Adventurer level 33
28th Haze 123rd year of Ascendancy at 20:53 see stats
By fu4zuo4yong4 the Cornac Adventurer level 33
27th Haze 123rd year of Ascendancy at 06:09 see stats
By fu4zuo4yong4 the Cornac Adventurer level 16
34th Haze 122nd year of Ascendancy at 07:08 see stats
By fu4zuo4yong4 the Cornac Adventurer level 39
6th Decay 123rd year of Ascendancy at 04:48 see stats
By fu4zuo4yong4 the Cornac Adventurer level 41
26th Regrowth 124th year of Ascendancy at 20:17 see stats
By fu4zuo4yong4 the Cornac Adventurer level 36
38th Haze 123rd year of Ascendancy at 00:07 see stats
By fu4zuo4yong4 the Cornac Adventurer level 29
20th Dusk 123rd year of Ascendancy at 22:02 see stats
By fu4zuo4yong4 the Cornac Adventurer level 21
2nd Pyre 123rd year of Ascendancy at 03:31 see stats
By fu4zuo4yong4 the Cornac Adventurer level 11
65th Dusk 122nd year of Ascendancy at 04:49 see stats
By fu4zuo4yong4 the Cornac Adventurer level 34
34th Haze 123rd year of Ascendancy at 21:28 see stats
By fu4zuo4yong4 the Cornac Adventurer level 39
9th Allure 124th year of Ascendancy at 05:14 see stats
By fu4zuo4yong4 the Cornac Adventurer level 29
15th Dusk 123rd year of Ascendancy at 12:58 see stats
By fu4zuo4yong4 the Cornac Adventurer level 18
19th Regrowth 123rd year of Ascendancy at 14:32 see stats
By fu4zuo4yong4 the Cornac Adventurer level 32
10th Haze 123rd year of Ascendancy at 08:06 see stats
By fu4zuo4yong4 the Cornac Adventurer level 50
59th Pyre 124th year of Ascendancy at 02:19 see stats
By fu4zuo4yong4 the Cornac Adventurer level 34
32nd Haze 123rd year of Ascendancy at 11:37 see stats
By fu4zuo4yong4 the Cornac Adventurer level 25
45th Pyre 123rd year of Ascendancy at 05:55 see stats
By fu4zuo4yong4 the Cornac Adventurer level 10
41st Dusk 122nd year of Ascendancy at 03:06 see stats
By fu4zuo4yong4 the Cornac Adventurer level 20
27th Regrowth 123rd year of Ascendancy at 04:54 see stats
By fu4zuo4yong4 the Cornac Adventurer level 30
20th Dusk 123rd year of Ascendancy at 22:02 see stats
By fu4zuo4yong4 the Cornac Adventurer level 40
2nd Regrowth 124th year of Ascendancy at 00:31 see stats
By fu4zuo4yong4 the Cornac Adventurer level 50
42nd Pyre 124th year of Ascendancy at 10:58 see stats
By fu4zuo4yong4 the Cornac Adventurer level 49
25th Pyre 124th year of Ascendancy at 10:45 see stats
By fu4zuo4yong4 the Cornac Adventurer level 43
38th Regrowth 124th year of Ascendancy at 16:51 see stats
By fu4zuo4yong4 the Cornac Adventurer level 20
67th Regrowth 123rd year of Ascendancy at 09:41 see stats
By fu4zuo4yong4 the Cornac Adventurer level 49
42nd Pyre 124th year of Ascendancy at 09:41 see stats
By fu4zuo4yong4 the Cornac Adventurer level 25
62nd Pyre 123rd year of Ascendancy at 09:13 see stats
By fu4zuo4yong4 the Cornac Adventurer level 35
34th Haze 123rd year of Ascendancy at 22:45 see stats
By fu4zuo4yong4 the Cornac Adventurer level 9
22nd Dusk 122nd year of Ascendancy at 16:20 see stats
By fu4zuo4yong4 the Cornac Adventurer level 16
60th Haze 122nd year of Ascendancy at 15:19 see stats
By fu4zuo4yong4 the Cornac Adventurer level 39
9th Allure 124th year of Ascendancy at 02:11 see stats
By fu4zuo4yong4 the Cornac Adventurer level 25
62nd Pyre 123rd year of Ascendancy at 20:29 see stats
By fu4zuo4yong4 the Cornac Adventurer level 18
18th Regrowth 123rd year of Ascendancy at 17:40 see stats
By fu4zuo4yong4 the Cornac Adventurer level 32
27th Haze 123rd year of Ascendancy at 02:03 see stats
Log
There is an item here: mule's steel ring of tenacity
There is an item here: steel amulet of mastery (0.13 Technique / Skirmisher - Slings)
You transfer Duathelblow (17-19 power, 40 apr, mind damage) to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer living mindstar 'Sleetusher' (18-19 power, 40 apr, nature damage) to the online item's vault.
Saving done.
Saving game...
Saving done.
There is an item here: warrior's steel ring of nature (+20%)
There is an item here: psionicist's stralite ring of life
There is an item here: mule's steel ring of nature (+20%)
There is an item here: Inertial Twine
There is an item here: grounding steel amulet of mastery (0.17 Cunning / Scoundrel)
There is an item here: copper amulet 'Isleyanne'
There is an item here: Flashraze
There is an item here: regeneration infusion of the warrior (heal 437; 12 cd)
There is an item here: healing infusion of the duelist (heal 166; cd 12)
There is an item here: Primal Infusion (affinity 25%; reduction 4; dur 4; cd 18)
There is an item here: Daneth's Neckguard
There is an item here: Prismatic Rune (6 turns; lightning, physical, light, blight, cold)
Fu4zuo4yong4 picks up (b.): Daneth's Neckguard.
Fu4zuo4yong4 picks up (c.): copper amulet 'Isleyanne'.
You transfer Daneth's Neckguard to the online item's vault.
Saving done.
Saving game...
Saving done.