Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official 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:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Thalore |
Class | Bulwark |
Level / Exp | 23 / 74% |
Size | medium |
Lifes / Deaths | Killed by Isoyawyn the sick dire wolf at level 18 on the 21st Dusk 122nd year of Ascendancy at 03:19 0 / 5Killed by bandit at level 19 on the 67th Dusk 122nd year of Ascendancy at 05:40 Killed by Glorilewen the sandworm at level 22 on the 72nd Haze 122nd year of Ascendancy at 01:01 Killed by Gluta the sandworm at level 22 on the 72nd Haze 122nd year of Ascendancy at 02:46 Killed by Bodukdir at level 23 on the 73rd Haze 122nd year of Ascendancy at 00:27 |
Primary Stats
Strength | 51 (base 43) |
Dexterity | 28 (base 22) |
Constitution | 50 (base 45) |
Magic | 14 (base 10) |
Willpower | 33 (base 11) |
Cunning | 11 (base 10) |
Resources
Life | 1013/1013 |
Stamina | 258/258 |
Healing Factor | 1.3886847857242 |
Regeneration | 17.730098237264 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Offense: Mainhand
Damage | 79 |
Accuracy | 45 |
Crit Chance | 2% |
APR | 18 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 7 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 1% |
Speed | 1 |
Offense: Damage Bonus
Acid | +14% |
Light | +6% |
Mind | +3% |
Cold | +12% |
Physical | +6% |
Fire | +23% |
All | 0% |
Offense: Damage Penetration
Blight | +15% |
Lightning | +15% |
Mind | +25% |
Physical | +10% |
Defense: Base
Armour (hardiness) | 53.929049238123 (65.897138898113%) |
Defense | 34 |
Ranged Defense | 34 |
Fatigue | 20 |
Physical Save | 53 |
Spell Save | 33 |
Mental Save | 23 |
Defense: Resistances
Acid | + 56%( 76%) |
Blight | + 37%( 76%) |
Arcane | + 22%( 76%) |
Cold | + 37%( 76%) |
All | + 18%( 76%) |
Physical | + 23%( 76%) |
Lightning | + 23%( 76%) |
Light | + 35%( 76%) |
Temporal | + 20%( 76%) |
Mind | + 20%( 76%) |
Darkness | + 35%( 76%) |
Fire | + 58%( 76%) |
Nature | + 28%( 76%) |
Defense: Immunities
Stun Resistance | 39% |
Poison Resistance | 10% |
Blind Resistance | 20% |
Disarm Resistance | 53% |
Bleed Resistance | 10% |
Teleport Resistance | 10% |
Pinning Resistance | 39% |
Instadeath Resistance | 100% |
Knockback Resistance | 85% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 394 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 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 25% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 172 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Warcries | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Technique / Battle tactics | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Shield offense | 1.30 |
| 2/5 |
| 5/5 |
| 3/5 |
| 2/5 |
Technique / Shield defense | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 4/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.50 |
| 3/5 |
| 2/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Effects
talent | Shield Wall |
talent | Daunting Presence |
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 successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)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 |
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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
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 |
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 |
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 | pair of rough leather boots 'Xoriama' (10 def, 1 armour) pair of rough leather boots 'Xoriama' (10 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +10 (+5 eff.) Changes resistances penetration: +15% blight Life regen: +2.00 Stamina each turn: +0.40 Only die when reaching: -60.00 life Maximum mana: +20.00 Maximum stamina: +12.00 A pair of boots made of leather. |
Quiver | pouch of dwarven-steel shots 'Glaciertrial' (20/20, 140% power, 3 apr) pouch of dwarven-steel shots 'Glaciertrial' (20/20, 140% power, 3 apr)Requires: - Dexterity 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 3 Power: 140% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 20 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 104 physical damage Damage (Ranged): +14 physical / +8 nature / +20 cold Damage (radius 1) on hit: +12 temporal / +8 cold Damage (radius 2) on crit: +7 cold Shots are used with slings to pummel your foes to death. |
Light source | Cuthoregorek the Duskterror Cuthoregorek the DuskterrorInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 16% Changes resistances: +6% acid Changes resistances penetration: +20% mind Physical save: +6 (+2 eff.) Cut immunity: +10% Life regen: +4.00 Light radius: +3 Healing mod.: +11% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Alidekor the cashmere wizard hat (2 def, 0 armour) Alidekor the cashmere wizard hat (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 10 physical Changes resistances: +21% acid Changes damage: +14% acid Physical save: +3 (+1 eff.) Blindness immunity: +20% Only die when reaching: -80.00 life Maximum life: +40.00 Maximum stamina: +20.00 A pointy cloth hat, very wizardly... |
On hands | hardened leather gloves 'Olyndur' (0 def, 2 armour) hardened leather gloves 'Olyndur' (0 def, 2 armour)Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +17 (+5 eff.) Armour penetration: +14 Physical power: +12 (+4 eff.) Armour: +2 Changes resistances: +14% blight / +6% darkness / +3% acid Physical save: +6 (+2 eff.) Spell save: +19 (+9 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +25% Maximum life: +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ash totem of healing 'Arurelaith' [power 182] (15 cooldown) ash totem of healing 'Arurelaith' [power 182] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Armour: +4 Changes resistances: +3% light Mental save: +6 (+3 eff.) Pinning immunity: +10% Knockback immunity: +20% Only die when reaching: -80.00 life It can be used to heal yourself and all friendly characters within 10 spaces for 182 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | Iserimilaith IserimilaithInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +24% cold / +5% arcane / +27% fire Changes damage: +12% cold / +12% fire Poison immunity: +10% Disarm immunity: +28% Pinning immunity: +29% Knockback immunity: +26% Teleport immunity: +10% Maximum life: +25.00 Rings make your fingers look great! |
On fingers | Starbutcher the copper ring Starbutcher the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 44% Changes resistances: +22% fire / +3% light / +3% temporal Changes damage: +3% light / +11% fire Light radius: +2 Rings make your fingers look great! |
Around neck | Dairubers the Lightningoracle Dairubers the LightningoracleCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +4 Defense: +11 (+6 eff.) Damage when hit (Melee): 2 darkness Changes resistances: +6% lightning / +9% light / +6% darkness Changes resistances cap: +6% all Changes resistances penetration: +15% lightning Changes damage: +3% light Physical save: +22 (+7 eff.) Amulets make your neck look great! |
In main hand | Undeathlord (142% power, 4 apr) Undeathlord (142% power, 4 apr)Requires: - Strength 24 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 3 Power: 142% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (Melee): +13 nature When wielded/worn: Physical power: +10 (+3 eff.) Damage when hit (Melee): 2 physical Changes resistances: +6% nature Stamina each turn: +3.00 Blunt and deadly. |
Around waist | drakeskin leather belt 'Glitterire' drakeskin leather belt 'Glitterire'Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Damage when hit (Melee): 6 light Changes stats: +6 Mag / +16 Wil Reduces incoming crit damage: 10.00% Physical save: +11 (+3 eff.) Maximum life: +86.00 Maximum mana: +40.00 Maximum stamina: +52.00 Maximum hate: +16.00 Maximum psi: +31.00 Maximum vim: +31.00 Maximum pos.energy: +32.00 Maximum neg.energy: +25.00 Spell crit. chance: +5% Mindpower: +7 (+3 eff.) Reduces paradox anomalies(equivalent to willpower): +15 A belt that goes around your waist. |
In off hand | Samagar (0 def, 12 armour, 158% power, 139.5 block) Samagar (0 def, 12 armour, 158% power, 139.5 block)Requires: - Shield usage training - Strength 35 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Power: 158% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +6.5% Block value: +140 When wielded/worn: Armour: +12 Fatigue: +8% Damage (Melee): 13 lightning Damage when hit (Melee): 8 lightning Changes resistances penetration: +10% physical Changes damage: +6% physical Talent granted: +1 Block Equilibrium when hit: +0.40 Handheld deflection devices. |
Cloak | Dredoledil (12 def, 0 armour) Dredoledil (12 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +12 (+6 eff.) Changes stats: +6 Str / +3 Dex / +4 Con Changes resistances: +6% light / +6% nature / +3% mind Talent mastery: +0.20 Technique / Combat training Spell save: +8 (+4 eff.) Stamina each turn: +0.50 Maximum life: +34.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | steel mail armour 'Ivylle' (2 def, 6 armour) steel mail armour 'Ivylle' (2 def, 6 armour)Requires: - Heavy armour training - Strength 20 Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +1 Cun Changes resistances: +16% acid / +6% physical / +9% darkness Changes resistances penetration: +5% mind Changes damage: +3% mind Physical save: +10 (+3 eff.) Life regen: +3.10 Stamina each turn: +0.50 A suit of armour made of mail. |
Inventory
wild infusion of the wizard (res 20%; physical; dur 4; cd 11) wild infusion of the wizard (res 20%; physical; dur 4; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 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 20% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
restful copper amulet restful copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Life regen: +2.00 Amulets make your neck look great! |
steel amulet of mastery (0.16 Technique / Shield defense) steel amulet of mastery (0.16 Technique / Shield defense)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Talent mastery: +0.16 Technique / Shield defense Amulets make your neck look great! |
Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
copper ring 'Zubuna' copper ring 'Zubuna'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +15 (+5 eff.) Fatigue: -5% Changes stats: +3 Mag Changes damage: +6% mind Maximum encumbrance: +22 Mental save: +9 (+5 eff.) Mindpower: +5 (+2 eff.) Light radius: +3 Rings make your fingers look great! |
psionicist's copper ring psionicist's copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Mental save: +4 (+2 eff.) Rings make your fingers look great! |
warrior's copper ring warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings make your fingers look great! |
Star (100% power, 0 apr) Star (100% power, 0 apr)Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The star shines alone in a moonless sky. Power: 100% Range: 1.3x Uses stats: 20% Str, 20% Dex Damage type: Light Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 125% On weapon hit: * Deal 70 Light damage. When wielded/worn: Light radius: +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
Poleda (124% power, 3 apr) Poleda (124% power, 3 apr)Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Power: 124% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage against: +8% Unnatural When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +6 Changes stats: +2 Wil Changes resistances: +6% lightning / +6% darkness Changes resistances penetration: +7% physical Sharp, long, and deadly. |
Unrydig the Icejustice (101% power, 2 apr) Unrydig the Icejustice (101% power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 101% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +12 cold Damage (radius 2) on crit: +4 cold When wielded/worn: Physical crit. chance: +6.0% Changes resistances: +3% cold Changes damage: +3% cold One-handed war axes. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
rough leather belt of unlife rough leather belt of unlifePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Umbratyphoon the linen cloak (1 def, 6 armour) Umbratyphoon the linen cloak (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 resistances: +10% cold / +3% mind / +9% darkness Cut immunity: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Firepower' (6 def, 0 armour) linen cloak 'Firepower' (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+1 eff.) Defense: +6 (+3 eff.) Fatigue: -3% Changes stats: +4 Wil Changes damage: +6% physical / +3% fire Reduces incoming crit damage: 15.00% Physical save: +3 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Vestments of the Conclave (0 def, 0 armour) Vestments of the Conclave (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Mag Changes resistances: +9% all Changes damage: +15% arcane Spellpower: +15 (+5 eff.) Spell crit. chance: +15% An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
Galekin (0 def, 2 armour) Galekin (0 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +1 Physical crit. chance: +1.0% Physical power: +20 (+6 eff.) Armour: +2 Changes stats: +3 Str / +1 Con Changes resistances penetration: +5% lightning Infravision radius: +2 A pair of boots made of leather. |
pair of iron boots 'Dazzlereaper' (0 def, 3 armour) pair of iron boots 'Dazzlereaper' (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Damage when hit (Melee): 6 lightning Changes resistances: +9% light Changes resistances penetration: +10% light Changes damage: +6% acid / +3% light Life regen: +2.00 Healing mod.: +11% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Glitterwitch' (0 def, 1 armour) pair of rough leather boots 'Glitterwitch' (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances penetration: +10% light Changes damage: +3% arcane Mental save: +12 (+6 eff.) Mindpower: +5 (+2 eff.) Light radius: +1 Movement speed: +25% A pair of boots made of leather. |
dwarven-steel gauntlets 'Poryra' (0 def, 2 armour) dwarven-steel gauntlets 'Poryra' (0 def, 2 armour)Requires: - Heavy armour training Infused by nature Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 7 lightning / 7 nature Changes stats: +1 Mag Changes resistances: +6% lightning / +6% nature Changes resistances penetration: +10% mind Changes damage: +4% lightning / +4% nature Physical save: +5 (+1 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +29% Mindpower: +10 (+5 eff.) Infravision radius: +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather gloves 'Searkin' (0 def, 2 armour) hardened leather gloves 'Searkin' (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 9 light / 7 darkness / 7 arcane Changes stats: +5 Mag / +4 Wil Changes resistances: +7% darkness / +6% fire / +5% arcane / +7% light Changes resistances penetration: +5% blight Changes damage: +6% blight / +4% darkness / +3% arcane / +5% light Spellpower: +6 (+3 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Emulaith the Coalquench (0 def, 3 armour) Emulaith the Coalquench (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 4 darkness Changes stats: +3 Dex Changes damage: +3% blight / +3% arcane / +9% darkness Mana each turn: +0.08 Spellpower: +5 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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 (+4 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 mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around 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. |
Strikeimmortal the voratun helm (0 def, 5 armour) Strikeimmortal the voratun helm (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +7 Dex Changes resistances: +3% acid / +6% fire / +9% lightning Spell save: +6 (+3 eff.) Blindness immunity: +20% Poison immunity: +20% Life regen: +4.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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 (+7 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. |
Strikeweeper the voratun shield (0 def, 19 armour, 179% power, 203.5 block) Strikeweeper the voratun shield (0 def, 19 armour, 179% power, 203.5 block)Requires: - Shield usage training - Strength 48 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Power: 180% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +6.0% Block value: +204 When wielded/worn: Physical crit. chance: +3.0% Armour: +19 Fatigue: +8% Changes resistances: +21% lightning / +18% cold Talent granted: +1 Block Maximum stamina: +10.00 Handheld deflection devices. |
6 agate 6 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. |
144 alchemist agate 144 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. |
2 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 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. |
opal 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. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 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. |
sapper's iron pickaxe (dig speed 30 turns) sapper's iron pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Cun / +1 Str Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 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. |
Aledan the Woehack Aledan the WoehackInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +9% darkness Changes resistances penetration: +5% darkness Changes damage: +3% mind Maximum life: +44.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Cloudtouch the brass lantern Cloudtouch the brass lanternInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Str / +2 Dex / +4 Wil Changes resistances: +12% lightning Changes damage: +5% mind Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Planar Beacon Planar BeaconPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 49.10 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 49.10 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Imp Claw Imp ClawPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 9 power out of 9/9) : Effective talent level: 2.0 Power cost: 9 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 71.46 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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 Activation costs 202 power out of 262/400. 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) 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. |
Layona the iron torque of gale force [power 105] (15 cooldown) Layona the iron torque of gale force [power 105] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Damage when hit (Melee): 4 temporal Changes resistances: +3% temporal Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 111 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Heal for 41. Torques are made by powerful psionics to store psionic powers. |
dragonbone wand of shielding 'Duathelvein' [power 524] (20 cooldown) dragonbone wand of shielding 'Duathelvein' [power 524] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Changes stats: +2 Mag / +3 Wil / +6 Cun Maximum wards: +3 lightning / +4 temporal / +2 mind / +3 darkness Changes resistances penetration: +20% darkness Changes damage: +6% cold Talent granted: +1 Ward It can be used to create a shield absorbing up to 524 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 quartz 2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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. |
3 citrine 3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon 4 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
By Bodukdir the Thalore Bulwark level 21
7th Haze 122nd year of Ascendancy at 10:52 see stats
By Bodukdir the Thalore Bulwark level 10
2nd Flare 122nd year of Ascendancy at 17:21 see stats
By Bodukdir the Thalore Bulwark level 10
4th Mirth 122nd year of Ascendancy at 12:13 see stats
By Bodukdir the Thalore Bulwark level 20
4th Haze 122nd year of Ascendancy at 13:24 see stats
By Bodukdir the Thalore Bulwark level 10
4th Mirth 122nd year of Ascendancy at 12:15 see stats
By Bodukdir the Thalore Bulwark level 10
5th Mirth 122nd year of Ascendancy at 22:35 see stats
By Bodukdir the Thalore Bulwark level 23
72nd Haze 122nd year of Ascendancy at 20:38 see stats
By Bodukdir the Thalore Bulwark level 16
11st Dusk 122nd year of Ascendancy at 16:32 see stats
Log
You gain 14.26 gold from the transmogrification of cashmere robe 'Duvorand' (0 def, 0 armour).
You gain 16.83 gold from the transmogrification of cashmere cloak 'Purekiss' (2 def, 0 armour).
You gain 16.13 gold from the transmogrification of Erelidunadil the Galebender (121% power, 4 apr).
You gain 1.65 gold from the transmogrification of hardened leather sling of lightning.
You gain 3.21 gold from the transmogrification of protector's thorny mindstar of clarity (91% power, 24 apr, mind damage).
You gain 7.33 gold from the transmogrification of warbringer's dwarven-steel longsword of rage (126% power, 4 apr).
You gain 4.05 gold from the transmogrification of chilling dwarven-steel longsword of the mystic (129% power, 4 apr).
You gain 8.77 gold from the transmogrification of warbringer's dwarven-steel greatsword of crippling (142% power, 2 apr).
You gain 1.87 gold from the transmogrification of slime-covered steel greatsword of massacre (140% power, 2 apr).
You gain 4.03 gold from the transmogrification of dwarven-steel greatsword of rage (146% power, 2 apr).
You gain 5.61 gold from the transmogrification of balanced dwarven-steel greatmaul of dampening (155% power, 2 apr).
You gain 4.95 gold from the transmogrification of thought-forged dwarven-steel battleaxe of erosion (137% power, 2 apr).
You gain 1.18 gold from the transmogrification of regeneration infusion of the wizard (heal 108; 16 cd).
You gain 2.02 gold from the transmogrification of movement infusion of the sneak (speed 433%; cd 15).
There is a A mysterious hole in the beach here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Today is the 74th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:30.
Today is the 75th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 04:31.
There is a Hidden teleportation portal to Angolwen, the hidden city of magic here (press '' or right click to use).
There is a A gate into the Maze here (press '' or right click to use).
Today is the 76th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:10.
There is an exit to the worldmap here (press '' or right click to use).