Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.5 |
| Addons | Items Vault 1.0.1Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Ghoul |
| Class | Sun Paladin |
| Level / Exp | 22 / 29% |
| Size | medium |
| Lifes / Deaths | Killed by Half-Finished Bone Giant at level 2 on the 78th Pyre 122nd year of Ascendancy at 01:55 0 / 6Killed by eldritch eye at level 17 on the 63rd Haze 122nd year of Ascendancy at 03:25 Killed by eldritch eye at level 17 on the 63rd Haze 122nd year of Ascendancy at 06:05 Killed by Xowe the ink squid at level 19 on the 77th Haze 122nd year of Ascendancy at 09:18 Killed by skeleton warrior at level 21 on the 5th Allure 123rd year of Ascendancy at 15:00 Killed by skeleton warrior at level 22 on the 46th Regrowth 123rd year of Ascendancy at 19:22 |
Primary Stats
| Strength | 58.845727509167 (base 35) |
| Dexterity | 20 (base 10) |
| Constitution | 37.845727509167 (base 21) |
| Magic | 49 (base 49) |
| Willpower | 29 (base 10) |
| Cunning | 20 (base 10) |
Resources
| Life | -69/707 |
| Positive | 0/73 |
| Stamina | 104/210 |
| Healing Factor | 1.4 |
| Regeneration | 0.35 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 4 |
Offense: Mainhand
| Damage | 40 |
| Accuracy | 28 |
| Crit Chance | 8% |
| APR | 9 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 34.5 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26.15 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +13% |
| Blight | +4% |
| Arcane | +9% |
| Fire | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 51.24 (96.629213483146%) |
| Defense | 28.25 |
| Ranged Defense | 33.25 |
| Fatigue | 53 |
| Physical Save | 45.079928321597 |
| Spell Save | 35.348887854187 |
| Mental Save | 44.383333333333 |
Defense: Resistances
| Darkness | + 15%( 70%) |
| Light | + 34%( 70%) |
| All | + 6%( 70%) |
| Blight | + 25%( 70%) |
| Fire | + 23%( 70%) |
| Cold | + 25%( 70%) |
| Nature | + 34%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Pinning Resistance | 22% |
| Bleed Resistance | 100% |
| Disarm Resistance | 27% |
| Fear Resistance | 100% |
| Stun Resistance | 50% |
| Poison Resistance | 80% |
| Knockback Resistance | 24% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 97 with a minimum range of 15. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: InvisibilityUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to become invisible (power 12) for 6 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Magic stat. |
Class Talents
| Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Guardian | 1.30 |
| 1/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.10 |
| 5/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| Celestial / Sun | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Ghoul | 1.10 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 2/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Shield of Light |
| talent | Weapon of Light |
| talent | Chant of Fortitude |
| beneficial effect | The target is under the effect of the cloak of deception, making it look alive. Cloak of Deception |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Norgos Lair. Escort: lost anorithil (level 3 of Norgos Lair)As a reward you improved talent Healing Light (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by wolf. Escort: lost sun paladin (level 4 of Old Forest) | failed |
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 talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You abandoned temporal explorer to death. Escort: temporal explorer (level 2 of Daikara) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished 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 fire dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 34. | 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 named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed storm wyrm claw. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed pouch of bone giant dust. * You've found the needed vial of squid ink. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' | active |
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! | 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 within | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | 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
| On feet | wanderer's pair of hardened leather boots of disengagement (0 def, 3 armour) wanderer's pair of hardened leather boots of disengagement (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Dex / +4 Cun / +1 Con Physical save: +13 Mental save: +16 It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 15/15. Range: 7.0 Travel Speed: instantaneous Description: Jump away 5 grids from your target. A pair of boots made of leather. |
| Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | bladed dwarven-steel helm of knowledge (0 def, 4 armour) bladed dwarven-steel helm of knowledge (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +3 Str / +3 Wil / +2 Cun Damage when the wearer is hit: 6 physical Mindpower: +4 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 158.36 physical damage. If the attack hits, the target is confused for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Wyrmbreath (0 def, 4 armour) Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +10% nature / +10% darkness / +18% fire Changes damage: +10% fire It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 2.0 Power cost: 24 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 169.96 fire damage over 3 turns. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
| Tool | Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | Daybreacher DaybreacherCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -6% Damage when the wearer is hit: 8 temporal Changes damage: +3% light Maximum encumbrance: +20 Rings can have magical properties. |
| On fingers | savior's steel ring of tenacity savior's steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical save: +7 Spell save: +7 Mental save: +8 Disarm immunity: +27% Pinning immunity: +22% Knockback immunity: +24% Maximum life: +24.00 Rings can have magical properties. |
| Around neck | Polirinn the gold amulet Polirinn the gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +7 Str / +6 Dex / +6 Wil Damage when the wearer hits(melee): 4 arcane Changes damage: +9% arcane Amulets can have magical properties. |
| In main hand | icy dwarven-steel waraxe of corruption (18.5-25.9 power, 4 apr) icy dwarven-steel waraxe of corruption (18.5-25.9 power, 4 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 18.5 - 25.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% Special effect when this weapon hits: 20% chance to curse the target Damage when this weapon hits: +14 blight / +9 darkness / +9 ice One-handed war axes. |
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% cold / +20% nature / +20% blight Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | Titanic (20 def, 18 armour, 48 dam, 320 block) Titanic (20 def, 18 armour, 48 dam, 320 block)Requires: - Strength 37 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 48.0 - 57.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +4.0% procs dam / acc Physical crit. chance: +4.5% Block value: +320 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 Ranged Defense: +10 Fatigue: +30% Talent granted: +4 Block This shield made of the darkest stralite is huge, heavy and very solid. |
| Cloak | cashmere cloak of implacability (2 def, 0 armour) cashmere cloak of implacability (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Physical save: +5 Mental save: +8 Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | enlightening steel plate armour of command (11 def, 13 armour) enlightening steel plate armour of command (11 def, 13 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +13 Defense: +11 Fatigue: +22% Changes stats: +6 Cun / +4 Wil Mental save: +24 A suit of armour made of metal plates. |
Inventory
Rune of the Rift (266.00 temporal damage, removed from time 4 turns) Rune of the Rift (266.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4.0 Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Inflicts 266.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 60 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. acid wave rune of the psychic (99 acid damage; power 18; dur 3)acid wave rune of the psychic (99 acid damage; power 18; dur 3) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a self-centered acid wave of radius 3, doing 99.20 acid damage. The corrosive acid will also reduce accuracy, defense and armour by 18 for 3 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. teleportation rune of the psychic (range 63)teleportation rune of the psychic (range 63) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 63 with a minimum range of 15. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the sneak (range 46) teleportation rune of the sneak (range 46)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 46 with a minimum range of 15. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Issarevon the steel amulet Issarevon the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Str / +4 Dex Stamina each turn: +0.20 Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. gold amulet of the eclipsegold amulet of the eclipse Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when the wearer hits(melee): 5 darkness / 7 light Damage when the wearer is hit: 8 darkness / 7 light Changes damage: +6% darkness / +8% light Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. wanderer's gold amulet of cunning (+4)wanderer's gold amulet of cunning (+4) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +4 Dex / +9 Cun / +3 Con Life regen: +0.60 Stamina each turn: +0.50 Movement speed: +10% Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. steel ring of pilferingsteel ring of pilfering Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 Armour penetration: +8 Defense: +10 It can be used to activate talent Disengage, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: 7.0 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
wizard's copper ring of tenacity wizard's copper ring of tenacityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag Spell save: +4 Disarm immunity: +22% Pinning immunity: +20% Knockback immunity: +23% Maximum life: +21.00 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. thought-forged dwarven-steel battleaxe of rage (30.5-45.75 power, 2 apr)thought-forged dwarven-steel battleaxe of rage (30.5-45.75 power, 2 apr) Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 30.5 - 45.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% Damage when this weapon hits: +6 mind Damage conversion: 34% mind When wielded/worn: Accuracy: +6 Changes stats: +2 Str / +3 Wil Changes damage: +6% physical Stamina when hit: +0.60 Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. dwarven-steel dagger of gravity (16.5-21.45 power, 7 apr)dwarven-steel dagger of gravity (16.5-21.45 power, 7 apr) Requires: - Dexterity 24 Infused by nature 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 Base power: 16.5 - 21.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Special effect when this weapon hits: 25% chance to crush the target Damage when this weapon hits: +7 gravity When wielded/worn: Changes damage: +6% physical Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. dwarven-steel greatmaul of crippling (44.5-66.75 power, 2 apr)dwarven-steel greatmaul of crippling (44.5-66.75 power, 2 apr) Requires: - Strength 24 Crafted by a master 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 44.5 - 66.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% Special effect when this weapon crits: cripple the target When wielded/worn: Physical crit. chance: +6.0% Massive two-handed maul. |
This item will automatically be transmogrified when you leave the level. mage-hunter's ash longbow of naturemage-hunter's ash longbow of nature Requires: - Dexterity 16 - Talent Shoot Infused by nature Infused by arcane disrupting forces 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 80% Firing range: +7 When this weapon hits: Mana Clash (20% chance level 1). Damage when this weapon hits(ranged): +13 nature When wielded/worn: Changes stats: +2 Wil Damage when the wearer hits(ranged): 9 manaburn arcane Changes resistances: +3% all Changes resistances penetration: +7% nature Talent mastery: +0.20 Wild-gift / Antimagic Mindpower: +7 Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. acidic dwarven-steel longsword (22.5-31.5 power, 4 apr)acidic dwarven-steel longsword (22.5-31.5 power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 22.5 - 31.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Special effect when this weapon crits: splashes the target with acid Damage when this weapon hits: +8 acid Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Spiderjam the vined mindstar (4.5-4.95 power, 18 apr, nature damage)Spiderjam the vined mindstar (4.5-4.95 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0 Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% Damage when this weapon hits: +4 light Burst (radius 1) on hit: +4 lightning Burst (radius 2) on crit: +8 lightning When wielded/worn: Changes resistances: +3% nature Changes damage: +3% nature Mindpower: +4 Mental crit. chance: +4% Light radius: +1 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. thorny mindstar of sand (9-9.9 power, 24 apr, mind damage)thorny mindstar of sand (9-9.9 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.0 - 9.9 Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when the wearer is hit: 4 physical Changes resistances: +4% physical Changes resistances penetration: +4% physical Changes damage: +2% physical Mindpower: +3 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. |
This item will automatically be transmogrified when you leave the level. wrathful thorny mindstar (9.5-10.45 power, 24 apr, mind damage)wrathful thorny mindstar (9.5-10.45 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. Base power: 9.5 - 10.5 Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Hate when firing a critical mind attack: +2.00 Psi when firing a critical mind attack: +2.00 Mindpower: +3 Mental crit. chance: +6% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. slime-covered dwarven-steel waraxe of banishment (19-26.6 power, 4 apr)slime-covered dwarven-steel waraxe of banishment (19-26.6 power, 4 apr) Requires: - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 19.0 - 26.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% Damage when this weapon hits: +9 nature slow Damage against: +5% Demon When wielded/worn: Changes stats: +3 Wil One-handed war axes. |
This item will automatically be transmogrified when you leave the level. insulating hardened leather belt of recklessnessinsulating hardened leather belt of recklessness Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +3 Changes resistances: +7% cold / +10% fire Critical mult.: +5.00% A belt that goes around your waist. |
Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 Spellpower: +5 Mindpower: +5 A black cloak, with subtle illusion enchantments woven in its very fabric. |
This item will automatically be transmogrified when you leave the level. spellwoven woollen robe (0 def, 0 armour)spellwoven woollen robe (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Spell save: +16 Spellpower: +3 Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. verdant cashmere robe (2 def, 0 armour)verdant cashmere robe (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 Changes stats: +4 Con Changes damage: +8% nature Life regen: +3.60 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of hardened leather boots 'Olaredar' (0 def, 3 armour) pair of hardened leather boots 'Olaredar' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +7 Lck / +5 Dex Damage when the wearer hits(melee): 2 mind Changes resistances penetration: +5% mind Stealth bonus: +8 Equilibrium when hit: +0.08 Psi when hit: +0.12 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. archer's dwarven-steel gauntlets (0 def, 2 armour)archer's dwarven-steel gauntlets (0 def, 2 armour) Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 Armour penetration: +6 Armour: +2 Changes stats: +3 Cun / +3 Dex It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. temporal dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)temporal dwarven-steel gauntlets of strength (+3) (0 def, 2 armour) Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +8 Armour: +2 Changes stats: +3 Str Damage when the wearer hits(melee): 5 temporal Changes resistances: +7% temporal Changes damage: +4% temporal Metal gloves protecting the hands up to the middle of the lower arm. |
Gisema the hardened leather cap (0 def, 3 armour) Gisema the hardened leather cap (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Mag / +1 Wil / +3 Con A cap made of leather. |
This item will automatically be transmogrified when you leave the level. prismatic hardened leather cap of strength (+4) (0 def, 3 armour)prismatic hardened leather cap of strength (+4) (0 def, 3 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Str Changes resistances: +12% darkness / +12% light A cap made of leather. |
enlightening steel mail armour of the deep (2 def, 8 armour) enlightening steel mail armour of the deep (2 def, 8 armour)Requires: - Strength 20 - Talent Armour Training Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +8 Defense: +2 Fatigue: +14% Changes stats: +4 Cun / +4 Wil Changes resistances: +6% cold / +7% acid Allows you to breathe in: water Mental save: +11 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. Breezereek (3 def, 6 armour)Breezereek (3 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 Fatigue: +8% Damage when the wearer is hit: 4 arcane Changes resistances: +6% nature / +23% cold Changes resistances penetration: +5% nature / +10% arcane A suit of armour made of leather. |
Coral Spray (8 def, 8 armour, 18 dam, 48 block) Coral Spray (8 def, 8 armour, 18 dam, 48 block)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 18.0 - 25.2 Uses stat: 140% Str Damage type: Physical Accuracy bonus: +4.0% procs dam / acc Physical crit. chance: +2.0% Block value: +48 Damage when this weapon hits: +10 cold When wielded/worn: Armour: +8 Defense: +8 Fatigue: +12% Changes resistances: +10% fire / +15% cold Talent granted: +2 Block Maximum air capacity: +20.00 When you block an attack, there is a chance that a spray of icy cold water will spray at the target. A chunk of jagged coral, dredged from the ocean. |
This item will automatically be transmogrified when you leave the level. crackling dwarven-steel shield of crushing (8 def, 2 armour, 33 dam, 84.5 block)crackling dwarven-steel shield of crushing (8 def, 2 armour, 33 dam, 84.5 block) Requires: - Strength 24 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 33.0 - 39.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +4.0% procs dam / acc Physical crit. chance: +3.5% Block value: +84 Damage when this weapon hits: +12 lightning When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 Armour: +2 Defense: +8 Ranged Defense: +8 Fatigue: +12% Changes stats: +2 Dex Damage when the wearer is hit: 10 lightning Changes resistances: +12% lightning Talent granted: +3 Block Handheld deflection devices |
This item will automatically be transmogrified when you leave the level. living dwarven-steel shield of deflection (14 def, 2 armour, 30 dam, 75 block)living dwarven-steel shield of deflection (14 def, 2 armour, 30 dam, 75 block) Requires: - Strength 24 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 30.0 - 36.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +4.0% procs dam / acc Physical crit. chance: +3.5% Block value: +75 Damage when this weapon hits: +11 nature When wielded/worn: Armour: +2 Defense: +14 Ranged Defense: +8 Fatigue: +12% Damage when the wearer is hit: 13 nature Changes resistances: +10% nature / +10% blight Talent granted: +3 Block Maximum life: +40.00 Handheld deflection devices |
8 agate 8 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 Gems can be sold for money or used in arcane rituals. |
128 alchemist agate 128 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 onyx 2 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 Gems can be sold for money or used in arcane rituals. |
5 aquamarine 5 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli 4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
8 opal 8 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 Gems can be sold for money or used in arcane rituals. |
11 topaz 11 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. dwarven-steel pickaxe of endurance (dig speed 31 turns)dwarven-steel pickaxe of endurance (dig speed 31 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +4 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 emerald 3 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 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 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. alchemist's lampalchemist's lamp 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
4 garnet 4 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% 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, 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 is transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level. yew totem of cure poisons [power 2] (19/20 cooldown)yew totem of cure poisons [power 2] (19/20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to removes up to 2 poisons from the target, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
10 amethyst 10 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
5 quartz 5 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% Gems can be sold for money or used in arcane rituals. |
7 ametrine 7 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% Gems can be sold for money or used in arcane rituals. |
8 citrine 8 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. |
9 zircon 9 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 Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom
Killed a Bringer of Doom.By Beta the Ghoul Sun Paladin level 13
38th Dusk 122nd year of Ascendancy at 10:39 see stats
Exterminator
Killed 1000 creatures.By Beta the Ghoul Sun Paladin level 16
41st Haze 122nd year of Ascendancy at 20:38 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Beta the Ghoul Sun Paladin level 20
7th Decay 122nd year of Ascendancy at 12:47 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Beta the Ghoul Sun Paladin level 20
80th Haze 122nd year of Ascendancy at 01:55 see stats
Level 10
Got a character to level 10.By Beta the Ghoul Sun Paladin level 10
7th Flare 122nd year of Ascendancy at 13:03 see stats
Level 20
Got a character to level 20.By Beta the Ghoul Sun Paladin level 20
77th Haze 122nd year of Ascendancy at 10:46 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Beta the Ghoul Sun Paladin level 15
68th Dusk 122nd year of Ascendancy at 22:52 see stats
The Arena
Unlocked Arena mode.By Beta the Ghoul Sun Paladin level 9
5th Flare 122nd year of Ascendancy at 13:03 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Beta the Ghoul Sun Paladin level 21
32nd Regrowth 123rd year of Ascendancy at 02:14 see stats
The secret city
Discovered the truth about mages.By Beta the Ghoul Sun Paladin level 15
13rd Haze 122nd year of Ascendancy at 15:44 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Beta the Ghoul Sun Paladin level 17
61st Haze 122nd year of Ascendancy at 15:57 see stats
Log
Beta uses Overpower.
Skeleton warrior resists the knockback!
Beta hits Skeleton warrior for (10 absorbed), 0 physical, (4 absorbed), 0 blight, (3 absorbed), 0 darkness, (3 absorbed), 0 cold, (1 absorbed), 0 arcane, (10 absorbed), 0 physical, (2 absorbed), 0 arcane, (10 absorbed), 0 physical, (2 absorbed), 0 arcane (0 total damage).
Beta hits Skeleton warrior for (1 absorbed), 0 physical, (5 absorbed), 0 blight, (2 absorbed), 0 light, (2 absorbed), 0 temporal (0 total damage).
Skeleton warrior hits Beta for 69 physical, 6 lightning, 8 blight (83 total damage).
Skeleton warrior wanders around!.
Beta hits Skeleton warrior for (28 absorbed), 0 physical, (1 absorbed), 0 arcane (0 total damage).
The shield around skeleton warrior crumbles.
Skeleton warrior is confused and fails to use Attack.
Skeleton warrior is confused and fails to use Attack.
Skeleton warrior uses Stunning Blow.
Beta resists the stunning blow!
Beta hits Skeleton warrior for 1 physical, 5 blight, 2 light, 2 temporal (10 total damage).
Skeleton warrior hits Beta for 146 physical, 6 lightning, 8 blight (160 total damage).
Beta is not stunned anymore.
Skeleton warrior seems more focused.
Beta hits Skeleton warrior for 3 physical, 16 blight, 6 light, 8 temporal (33 total damage).
Skeleton warrior hits Beta for 86 physical, 6 lightning, 8 blight (99 total damage).
Talent Rune: Invisibility is ready to use.
Talent Block is ready to use.
Talent Dig is ready to use.
Talent Searing Light is ready to use.
Talent Bathe in Light is ready to use.
Talent Rune: Teleportation is ready to use.
Talent Providence is ready to use.
Talent Ghoulish Leap is ready to use.
Saving game...
