Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.5 |
| Addons | Simple Font Floating Text 1.1.5Changes the floating text to a different font Stone Wardens DLC Class 1.1.3Donators/Buyers bonus! Steamtech UI 1.1.4 ZOmnibus Addon Pack 1.0.6Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Items Vault 1.1.2Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Sun Paladin |
| Level / Exp | 28 / 55% |
| Size | medium |
| Lifes / Deaths | Killed by gwelgoroth at level 14 on the 26th Dusk 122nd year of Ascendancy at 06:00 0 / 8Killed by entrenched horror at level 18 on the 73rd Dusk 122nd year of Ascendancy at 16:50 Killed by Siloda the mean looking elven guard at level 25 on the 8th Decay 122nd year of Ascendancy at 14:27 Killed by Siloda the mean looking elven guard at level 25 on the 8th Decay 122nd year of Ascendancy at 15:56 Killed by Siloda the mean looking elven guard at level 25 on the 9th Decay 122nd year of Ascendancy at 00:46 Killed by wretchling at level 27 on the 1st Wintertide 123rd year of Ascendancy at 09:17 Killed by skeleton mage at level 28 on the 33rd Regrowth 123rd year of Ascendancy at 05:01 Killed by forest wight at level 28 on the 33rd Regrowth 123rd year of Ascendancy at 05:13 |
Primary Stats
| Strength | 45.774642846702 (base 34) |
| Dexterity | 1 (base 11) |
| Constitution | 28.774642846702 (base 40) |
| Magic | 64 (base 51) |
| Willpower | 27 (base 10) |
| Cunning | 19 (base 10) |
Resources
| Life | -9/798 |
| Mana | 347/347 |
| Stamina | 158/224 |
| Positive | 15/131 |
| Healing Factor | 1 |
| Regeneration | 14 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -50% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 85 |
| Accuracy | 30 |
| Crit Chance | 15% |
| APR | 19 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 49.666666666667 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23.25 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +10% |
| Physical | +5% |
| Cold | -5% |
| All | 0% |
| Darkness | +18% |
| Light | +18% |
| Temporal | +6% |
| Mind | +9% |
| Fire | +10% |
| Lightning | +3% |
Offense: Damage Penetration
| Physical | +15% |
| Acid | +15% |
| Mind | +15% |
| Temporal | +10% |
Defense: Base
| Armour (hardiness) | 65.24 (76.629213483146%) |
| Defense | 16.85 |
| Ranged Defense | 23.425 |
| Fatigue | 54 |
| Physical Save | 38.546124996346 |
| Spell Save | 51.783333333335 |
| Mental Save | 31.55 |
Defense: Resistances
| Acid | + 27%( 80%) |
| Blight | + 32%( 70%) |
| Physical | + 20%( 75%) |
| Cold | + 1%( 70%) |
| All | + 9%( 70%) |
| Mind | + 17%( 70%) |
| Arcane | + 14%( 70%) |
| Fire | + 36%( 70%) |
| Nature | + 25%( 70%) |
Defense: Immunities
| Disarm Resistance | 23% |
| Pinning Resistance | 23% |
| Blind Resistance | 55% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 29% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental, physical effects and reduce all damage taken by 15% for 5 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 58 with a minimum range of 15. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 361 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 267 damage for 4 turns. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat veteran | 1.10 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Celestial / Guardian | 1.30 |
| 1/5 |
| 3/5 |
| 5/5 |
| 1/5 |
| Celestial / Combat | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.10 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Shield offense | 1.10 |
| 2/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Celestial / Sun | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Celestial / Chants | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 3/5 |
| 3/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Effects
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The target is stunned, reducing damage by 70%, putting random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
| detrimental effect | The target is infected by a disease, reducing its strength by 18, dexterity by 18, constitution by 18, and doing 42.15 blight damage per turn. If the target dies while ghoul rot is active it will rise as a ghoul. Ghoul Rot |
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 |
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. | active |
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 injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Magic by +2. | 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 warrior to the recall portal on level 1 of Heart of the Gloom. Escort: lost warrior (level 1 of Heart of the Gloom)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | done |
You failed to protect the repented thief from death by dreaming wolf. Escort: repented thief (level 2 of Heart of the Gloom) | 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 ice dragon that dwelled there. | done |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active |
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. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 80. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed wretchling eyeball. * You've found the needed orc heart. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed xorn fragment. * You've found the needed naga tongue. 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 skeleton mage skull. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed ice wyrm tooth. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 | 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 dwarven-steel boots of phasing (0 def, 4 armour) wanderer's pair of dwarven-steel boots of phasing (0 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +2 Mag / +3 Wil / +2 Cun / +3 Con Physical save: +16 Mental save: +15 It can be used to blink to a nearby random location, placing all other charms into a 25 cooldown. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | bright alchemist's lamp of health bright alchemist's lamp of healthInfused by nature Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Maximum life: +55.00 Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | voratun helm 'Velolraba' (0 def, 5 armour) voratun helm 'Velolraba' (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +7 Str / +10 Wil Changes resistances: +10% fire / +11% cold / +10% blight Mental save: +6 Spellpower on spell critical (stacks up to 3 times): +4 Spell crit. chance: +3% New effects duration reduction after a teleport: +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Stone Gauntlets of Harkor'Zun (0 def, 7 armour) Stone Gauntlets of Harkor'Zun (0 def, 7 armour)Requires: - Talent Armour Training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Fatigue: +10% Changes resistances: +10% physical / +20% acid Changes resistances cap: +5% physical / +10% acid Changes resistances penetration: +15% physical / +15% acid Changes damage: +5% physical / +10% acid Talent cooldown: Clinch (-2 turns) Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
| Tool | Bundil the dwarven-steel pickaxe (dig speed 23 turns) Bundil the dwarven-steel pickaxe (dig speed 23 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +5 Changes stats: +5 Str Changes resistances: +5% arcane When carried: Talent granted: +1 Dig It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 4.4 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +92 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
| On fingers | steel ring of tenacity steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Disarm immunity: +23% Pinning immunity: +23% Knockback immunity: +24% Maximum life: +22.00 Rings can have magical properties. |
| On fingers | Goruvon the stralite ring Goruvon the stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +18 Changes stats: +10 Str Changes resistances: +9% mind / +2% physical Blindness immunity: +15% Knockback immunity: +5% Rings can have magical properties. |
| Around neck | Fiery Choker Fiery ChokerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: -20% cold / +20% fire Changes damage: -5% cold / +10% fire Damage affinity(heal): +30% fire Blindness immunity: +40% Spellpower: +7 Spell crit. chance: +8% Talent on hit(spell): Volcano (10% chance level 3). A choker made of pure flame, forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
| In main hand | Twilight's Edge (47-65.8 power, 7 apr) Twilight's Edge (47-65.8 power, 7 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Physical crit. chance: +12.0% Attack speed: 100% Special effect when this weapon crits: release a burst of light and dark damage (scales with Magic) When wielded/worn: Changes stats: +4 Str / +4 Mag / +4 Cun Changes damage: +18% darkness / +18% light Spellpower: +12 Spell crit. chance: +4% Light radius: +1 The blade of this sword seems to have been forged of a mixture of voratun and stralite, resulting in a blend of swirling light and darkness. |
| Around waist | hardened leather belt 'Thunderraven' hardened leather belt 'Thunderraven'Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +11 Damage when the wearer is hit: 16 lightning Changes resistances penetration: +15% mind Changes damage: +3% lightning / +3% mind It can be used to create a temporary shield that absorbs 302 damage, placing all other charms into a 30 cooldown. A belt that goes around your waist. |
| In off hand | Urthurab the stralite shield (10 def, 2 armour, 45.5 dam, 142 block) Urthurab the stralite shield (10 def, 2 armour, 45.5 dam, 142 block)Requires: - Strength 35 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 45.5 - 54.6 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +4.0% procs dam / acc Physical crit. chance: +4.5% Block value: +142 When wielded/worn: Armour: +2 Defense: +10 Ranged Defense: +10 Fatigue: +14% Changes resistances: +18% nature / +15% blight Talent granted: +4 Block Physical save: +9 Spell save: +9 Maximum vim: +30.00 Spellpower: +6 Spell crit. chance: +1% Handheld deflection devices |
| Cloak | enveloping linen cloak of protection (6 def, 0 armour) enveloping linen cloak of protection (6 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +5 Mental save: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Camonik the steel plate armour (4 def, 9 armour) Camonik the steel plate armour (4 def, 9 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 Fatigue: +22% Changes stats: +4 Str / +4 Con Damage when the wearer hits(melee): 2 mind Damage when the wearer is hit: 4 temporal Changes resistances penetration: +10% temporal Changes damage: +6% mind / +6% temporal Maximum life: +58.00 Maximum hate: +4.00 A suit of armour made of metal plates. |
Inventory
healing infusion of the psychic (heal 179) healing infusion of the psychic (heal 179)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 179 life. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the titan (heal 305) healing infusion of the titan (heal 305)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 305 life. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the titan (heal 246 over 5 turns) regeneration infusion of the titan (heal 246 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 246 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the warrior (780% speed; 5 turns) movement infusion of the warrior (780% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 780% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
teleportation rune of the duelist (range 31) teleportation rune of the duelist (range 31)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 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 31 with a minimum range of 15. Its effects scale with your Dexterity 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 titan (range 73) teleportation rune of the titan (range 73)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 73 with a minimum range of 15. Its effects scale with your Constitution 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. |
Rune of the Rift (258.00 temporal damage, removed from time 4 turns) Rune of the Rift (258.00 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: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Inflicts 273.48 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. |
shielding rune of the sneak (absorb 275 for 4 turns) shielding rune of the sneak (absorb 275 for 4 turns)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: 18 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 275 damage for 4 turns. 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. |
Daneth's Neckguard Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con It can be used to activate talent Juggernaut (costing 30 power out of 60/60) : Effective talent level: 2.0 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Galebrand the steel amulet Galebrand the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when the wearer hits(melee): 2 lightning / 4 arcane Damage when the wearer is hit: 4 arcane Changes damage: +6% arcane Cut immunity: +50% Healing mod.: +15% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 192 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
starlit steel amulet of cunning (+3) starlit steel amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Cun Changes resistances: +14% darkness / +10% light Blindness immunity: +24% Amulets can have magical properties. |
copper ring 'Zubenne' copper ring 'Zubenne'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +5% arcane Disarm immunity: +20% Pinning immunity: +22% Knockback immunity: +21% Maximum life: +20.00 Rings can have magical properties. |
Fogcast the steel ring Fogcast the steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when the wearer is hit: 16 darkness Changes resistances: +20% darkness Changes damage: +17% darkness Rings can have magical properties. |
marksman's steel ring marksman's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 Changes stats: +2 Dex Rings can have magical properties. |
warrior's steel ring of fire (+22%) warrior's steel ring of fire (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +22% fire Changes damage: +11% fire Rings can have magical properties. |
psionicist's stralite ring of darkness (+28%) psionicist's stralite ring of darkness (+28%)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +28% darkness Changes damage: +14% darkness Mental save: +8 Rings can have magical properties. |
warbringer's dwarven-steel longsword of the mystic (20-28 power, 4 apr) warbringer's dwarven-steel longsword of the mystic (20-28 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 20.0 - 28.0 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% When wielded/worn: Physical power: +8 Changes stats: +4 Mag / +3 Wil / +1 Con Changes resistances penetration: +7% physical Disarm immunity: +13% Spellpower: +5 Sharp, long, and deadly. |
dwarven-steel mace 'Lightningtrail' (26.5-37.1 power, 4 apr) dwarven-steel mace 'Lightningtrail' (26.5-37.1 power, 4 apr)Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 26.5 - 37.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% Damage when this weapon hits: +10 darkness Damage against: +14% Humanoid When wielded/worn: Damage when the wearer hits(melee): 4 lightning Damage when the wearer is hit: 16 temporal Changes resistances penetration: +5% temporal Changes damage: +9% lightning Blunt and deadly. |
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. |
nightruned rough leather belt of unlife nightruned rough leather belt of unlifePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% blight / +6% darkness / +6% light The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
hardened leather belt 'Aerakira' hardened leather belt 'Aerakira'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Str / +7 Dex / +5 Wil / +5 Cun Changes resistances: +3% blight Changes damage: +6% blight Physical save: +18 Spell save: +14 Mental save: +15 Stamina each turn: +0.80 A belt that goes around your waist. |
spiritwalker's hardened leather belt of burglary spiritwalker's hardened leather belt of burglaryPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Dex / +2 Mag / +5 Cun / +7 Lck Trap disarming bonus: +14 Stealth bonus: +8 Mana each turn: +0.34 Maximum mana: +25.00 Infravision radius: +4 A belt that goes around your waist. |
Stormwolf (0 def, 4 armour) Stormwolf (0 def, 4 armour)Requires: - Talent Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +4 Wil / +3 Con Damage when the wearer is hit: 8 lightning Changes resistances: +21% lightning Changes resistances penetration: +7% physical Mindpower: +4 It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 6.0 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 14 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Gloomblow the hardened leather gloves (0 def, 2 armour) Gloomblow the hardened leather gloves (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage when the wearer hits(melee): 4 light Changes damage: +3% light Life regen: +2.10 Stamina each turn: +1.40 Maximum stamina: +27.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Xytira the Infernospawn (0 def, 2 armour) Xytira the Infernospawn (0 def, 2 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +11 Armour: +2 Changes stats: +3 Str Damage when the wearer hits(melee): 2 fire Changes resistances: +3% light Changes resistances penetration: +10% fire Metal gloves protecting the hands up to the middle of the lower arm. |
shielding linen wizard hat of lightning (+16%) (1 def, 0 armour) shielding linen wizard hat of lightning (+16%) (1 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes stats: +3 Mag Changes resistances: +16% lightning Changes damage: +11% lightning Spell save: +6 A pointy cloth hat, very wizardly... |
Iron Mail of Bloodletting (2 def, 4 armour) Iron Mail of Bloodletting (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training Powered by arcane forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +12% Changes stats: +2 Str / +2 Con Changes resistances: +10% fire / +10% blight / +10% darkness / +10% acid Talent mastery: +0.10 Technique / Bloodthirst Life regen: +0.50 Healing mod.: +30% It can be used to activate talent Bloodcasting (costing 60 power out of 60/60) : Effective talent level: 2.0 Power cost: 60 out of 60/60. Range: 10.0 Travel Speed: instantaneous Is: a spell Description: For 4 turns, your corruption spells will consume health instead of vim if their cost is higher than your vim. Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
Piercing Gaze (5 def, 25 armour, 40 dam, 100 block) Piercing Gaze (5 def, 25 armour, 40 dam, 100 block)Requires: - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 40.0 - 48.0 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +4.0% procs dam / acc Physical crit. chance: +5.0% Block value: +100 When wielded/worn: Armour: +25 Defense: +5 Ranged Defense: +10 Fatigue: +12% Changes resistances: +10% physical / +10% fire / +10% lightning / +10% acid Talent granted: +4 Block When you block an attack, there is a 30% of petrifying the attacker. This gigantic shield has a stone eye embedded in it. This item has been sent to the Item's Vault. |
4 onyx 4 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. |
This item will automatically be transmogrified when you leave the level. lapis lazulilapis lazuli 0.00 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. |
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. |
45 alchemist agate 45 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. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
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. |
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. |
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. |
Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 Mindpower: +3 It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 42 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
ash totem of cure poisons [power 2] (7/20 cooldown) ash totem of cure poisons [power 2] (7/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to remove 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. |
yew wand of lightning 'Geda' [power 174] (7/6 cooldown) yew wand of lightning 'Geda' [power 174] (7/6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Changes resistances: +5% arcane Physical save: +9 Stun/Freeze immunity: +10% Maximum vim: +7.00 It can be used to fire a beam of lightning (dam 58-174), placing all other charms into a 6 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Uther the Cornac Sun Paladin level 19
75th Dusk 122nd year of Ascendancy at 04:27 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Uther the Cornac Sun Paladin level 19
41st Haze 122nd year of Ascendancy at 08:54 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Uther the Cornac Sun Paladin level 22
76th Haze 122nd year of Ascendancy at 21:17 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Uther the Cornac Sun Paladin level 20
62nd Haze 122nd year of Ascendancy at 14:40 see stats
Fast Curse Dispel (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed while saving all the lumberjacks.By Uther the Cornac Sun Paladin level 19
41st Haze 122nd year of Ascendancy at 08:54 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Uther the Cornac Sun Paladin level 19
75th Dusk 122nd year of Ascendancy at 03:53 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Uther the Cornac Sun Paladin level 10
6th Mirth 122nd year of Ascendancy at 12:25 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Uther the Cornac Sun Paladin level 20
51st Haze 122nd year of Ascendancy at 18:38 see stats
Lost in translation (Nightmare (Adventure) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Uther the Cornac Sun Paladin level 5
78th Pyre 122nd year of Ascendancy at 05:40 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Uther the Cornac Sun Paladin level 14
20th Dusk 122nd year of Ascendancy at 17:28 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Uther the Cornac Sun Paladin level 22
77th Haze 122nd year of Ascendancy at 08:51 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Uther the Cornac Sun Paladin level 12
7th Flare 122nd year of Ascendancy at 04:45 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Uther the Cornac Sun Paladin level 19
75th Dusk 122nd year of Ascendancy at 04:27 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Uther the Cornac Sun Paladin level 27
6th Regrowth 123rd year of Ascendancy at 13:04 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Uther the Cornac Sun Paladin level 12
5th Flare 122nd year of Ascendancy at 02:02 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers compound.By Uther the Cornac Sun Paladin level 27
5th Regrowth 123rd year of Ascendancy at 23:57 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Uther the Cornac Sun Paladin level 22
77th Haze 122nd year of Ascendancy at 08:30 see stats
Unstoppable (Nightmare (Adventure) difficulty)
Returned from the dead.By Uther the Cornac Sun Paladin level 28
33rd Regrowth 123rd year of Ascendancy at 05:02 see stats
Log
Ghoul receives 91 healing from Ghoul's purging blight area effect.
Skeleton mage receives 91 healing from Ghoul's purging blight area effect.
Skeleton master archer receives 91 healing from Ghoul's purging blight area effect.
Skeleton warrior receives 91 healing from Ghoul's purging blight area effect.
Ghoul receives 91 healing from Ghoul's purging blight area effect.
Uther hits Ghoul for 2 lightning, 1 temporal (4 total damage).
Ghoul hits Uther for 13 physical damage.
Ghoul uses Stun.
Uther shrugs off the effect 'Stunned'!
Uther is not stunned anymore.
Ghoul hits Uther for 14 physical damage.
Uther hits Ghoul for 5 lightning, 1 temporal (6 total damage).
Talent Searing Light is ready to use.
Talent Dig is ready to use.
Talent Rush is ready to use.
Talent Healing Light is ready to use.
Ghoul Rot from Ghoul hits Uther for 29 blight damage.
Uther casts Healing Light.
Uther receives 174 healing.
Forest wight is not stunned anymore.
Forest wight drains experience from Uther!
Skeleton warrior uses Stunning Blow.
Uther is stunned!
Uther hits Forest wight for 7 lightning, 3 temporal (10 total damage).
Uther hits Skeleton warrior for (14 absorbed), 0 lightning, (4 absorbed), 0 temporal (0 total damage).
Forest wight hits Uther for 1 blight damage.
Skeleton warrior hits Uther for 141 physical, 10 nature (152 total damage).
A Ghoul rises from the corpse of Uther.
Saving game...
