










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | 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. Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official 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:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official 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:
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Possessor |
| Level / Exp | 17 / 67% |
| Size | medium |
| Lifes / Deaths | Killed by Eilinewen the white wolf at level 6 on the 8th Flare 122nd year of Ascendancy at 23:31 0 / 5Killed by The Possessed at level 10 on the 16th Dusk 122nd year of Ascendancy at 21:08 Killed by ritch flamespitter at level 12 on the 43rd Dusk 122nd year of Ascendancy at 01:28 Killed by Isavena the sandworm at level 13 on the 43rd Dusk 122nd year of Ascendancy at 11:17 Killed by Neribeth the ghoul at level 17 on the 71st Dusk 122nd year of Ascendancy at 18:43 |
Primary Stats
| Strength | 51 (base 35) |
| Dexterity | 15 (base 12) |
| Constitution | 21 (base 10) |
| Magic | 20 (base 10) |
| Willpower | 59 (base 44) |
| Cunning | 27 (base 12) |
Resources
| Life | 228/228 |
| Psi | 256/256 |
| Healing Factor | 1.386387434555 |
| Regeneration | 6.3080628272253 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | -7 |
| Infravision | 6 |
| See Stealth | 25.082562303769 |
| See Invisible | 37.082562303769 |
| ESP Range | 10 |
| ESP Kinds | demon/major, demon/minor, humanoid/orc |
Offense: Mainhand
| Damage | 77 |
| Accuracy | 44 |
| Crit Chance | 11% |
| APR | 15 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 18 |
| Accuracy | 59 |
| Crit Chance | 10% |
| APR | 29 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 26 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 42 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +5% |
| Blight | +3% |
| Physical | +4% |
| Mind | +28% |
| All | +0% |
Offense: Damage Penetration
| Mind | +4% |
Defense: Base
| Armour (hardiness) | 48.5 (80%) |
| Defense | 24 |
| Ranged Defense | 28 |
| Fatigue | 16 |
| Physical Save | 28 |
| Spell Save | 42 |
| Mental Save | 40 |
Defense: Resistances
| Acid | 15%( 70%) |
| Blight | 31%( 70%) |
| Arcane | 0%( 70%) |
| Cold | 37%( 70%) |
| All | 0%( 70%) |
| Lightning | 17%( 70%) |
| Light | 6%( 70%) |
| Mind | 16%( 70%) |
| Physical | 5%( 70%) |
| Fire | 7%( 70%) |
| Nature | 23%( 70%) |
Defense: Immunities
| Disarm Resistance | 0% |
| Confusion Resistance | 0% |
| Fear Resistance | 0% |
| Stun Resistance | 19% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 0% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 10% for 5 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 443% 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. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 63 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. |
Class Talents
| Psionic / Possession | 1.50 |
| 5/5 |
| 3/5 |
| 4/5 |
| 2/5 |
| Psionic / Psionic menace | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Battle psionics | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Body snatcher | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Psionic / Psychic blows | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Solipsism | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Ravenous mind | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Psionic / Mentalism | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 5/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You 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&039;s mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Strength by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you improved talent Foresight (+1 level(s)). | 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 |
Explore the caves below the ruins of Kor&LIGHT_GREENWHITELIGHT_GREEN039;Pul and vanquished the Possessed. Of trolls and damp caves | 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. * 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. | active |
Various alchemists around Maj&WHITESLATE039;Needed: one warg claw. My usual ingredient gatherers draw the line at hunting wargs. Feel free to mock them on your way back.&WHITELIGHT_GREEN039;ve found the needed bear paw. The Brotherhood of Alchemists* You&WHITELIGHT_GREEN039;ve found the needed chunk of ghoul flesh. * You&WHITESLATE039;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.&WHITESLATE039;Needed: one bloated horror heart. Don&039;t get any on you.&WHITESLATE039;Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.&WHITESLATE039;Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.&WHITELIGHT_GREEN039;ve found the needed sandworm tooth. * &039; * &039;t much matter. The last ten inches or so should do nicely.& | 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 | Zubawen the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +2 Str / +1 Wil / +8 Con Changes resistances: +8% fire / +8% cold Grants telepathy: Demon/Minor Demon/Major See invisible: +6 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
| Light source | DaimoldirInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Con Changes resistances: +8% blight / +9% cold / +9% lightning Spell save: +26 (+8 eff.) Mental save: +4 (+1 eff.) Life regen: +2.40 Mindpower: +7 (+2 eff.) Mental crit. chance: +9% Light radius: -7 Infravision radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | bladed dwarven-steel helm of strength (+8) (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 6 physical Changes stats: +8 Str 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&ANTIQUE_WHITE |
| On hands | Elenothad the Healquarry (0 def, 8 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +12 (+4 eff.) Armour: +8 Damage (Melee): 7 acid / 7 physical Changes stats: +3 Dex Changes resistances: +6% acid Changes damage: +5% acid / +5% physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | iron pickaxe &039; (dig speed 37 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 4 mind / 4 nature Changes stats: +2 Str Changes resistances: +12% mind / +3% nature Changes damage: +12% mind When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | BlazelordPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +10 Defense: +9 (+4 eff.) Changes stats: +6 Cun / +8 Mag Changes resistances: +9% lightning Critical mult.: +3.00% Life regen: +0.20 Spellpower: +12 (+6 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 108% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
| On fingers | gold ring &039;Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +7 Wil Changes resistances: +9% acid Grants telepathy: Demon/Minor Humanoid/Orc Demon/Major Stun/Freeze immunity: +20% Life regen: +1.70 See invisible: +6 Rings can have magical properties. |
| Around neck | savior&Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Mag Physical save: +11 (+5 eff.) Spell save: +13 (+4 eff.) Mental save: +14 (+5 eff.) Amulets can have magical properties. |
| In main hand | Islytha the dwarven-steel waraxe (31.5-44.1 power, 4 apr)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 31.5 - 44.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +17 insidious poison / +12 physical When wielded/worn: Physical crit. chance: +2.0% Changes stats: +2 Str Changes resistances: +2% physical Changes damage: +12% mind One-handed war axes. |
| Around waist | 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% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | resonating vined mindstar (5.5-6.05 power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This mindstar will resonate with other psionic mindstars. Base power: 5.5 - 6.1 Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances: +4% mind Changes resistances penetration: +4% mind Changes damage: +4% mind Psi when hit: +0.70 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Damage Resonance (when hit): +7% 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. |
| Cloak | Aeratira (10 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +1 Defense: +10 (+5 eff.) Ranged Defense: +9 (+5 eff.) Changes resistances: +3% physical Maximum life: +33.00 Maximum stamina: +15.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Lightwild (2 def, 22 armour)Requires: - Strength 20 - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +22 Defense: +2 (+1 eff.) Fatigue: +14% Damage when hit (Melee): 4 blight Changes stats: +4 Cun / +4 Wil Changes resistances: +6% light / +3% blight Changes damage: +3% blight Mental save: +13 (+4 eff.) A suit of armour made of mail. |
Inventory
CharraceInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 16 fire Changes stats: +2 Wil / +7 Mag Changes resistances: +26% acid / +6% fire Changes damage: +13% acid Grants telepathy: Demon/Minor Demon/Major Rings can have magical properties. |
HanerosusPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +7 Mag / +2 Wil / +5 Con Changes damage: +6% temporal Blindness immunity: +27% Infravision radius: +6 See stealth: +7 See invisible: +8 Rings can have magical properties. |
opal ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Rings can have magical properties. |
psionicist&Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Mental save: +4 (+1 eff.) Stun/Freeze immunity: +21% Life regen: +1.10 Rings can have magical properties. |
Unerring Scalpel (15-19.5 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 45% Str, 55% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 Crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+7 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor& |
This item will automatically be transmogrified when you leave the level.balanced steel greatsword of massacre (30-48 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 30.0 - 48.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +9 (+4 eff.) Disarm immunity: +29% Massive two-handed swords. |
dwarven-steel greatsword &039; (45-72 power, 2 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 45.0 - 72.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +6% lightning Blindness immunity: +5% Poison immunity: +5% Silence immunity: +10% Pinning immunity: +25% Stun/Freeze immunity: +10% Massive two-handed swords. |
dwarven-steel longsword &039; (25.5-35.7 power, 4 apr)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 25.5 - 35.7 Uses stat: 100% Str Damage type: Lightning Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20% chance to daze at end of turn Damage (Melee): +16 insidious poison Burst (radius 1) on hit: +8 nature When wielded/worn: Effects on melee hit: * 15% chance to daze at end of turn Damage when hit (Melee): 4 lightning Changes resistances penetration: +10% nature Changes damage: +12% lightning Sharp, long, and deadly. |
steel mace &039; (15.5-21.7 power, 3 apr)Requires: - Strength 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 15.5 - 21.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% Damage against: +11% Unnatural When wielded/worn: Changes stats: +2 Str / +5 Wil / +5 Cun Changes resistances penetration: +15% lightning See invisible: +3 Blunt and deadly. |
Zanelach the thorny mindstar (9-9.9 power, 25 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: +25 Crit. chance: +3.5% Attack speed: 100% Damage Shield penetration (this weapon only): +40% Burst (radius 1) on hit: +12 physical When wielded/worn: Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Changes resistances: +5% blight Changes damage: +4% nature Disease immunity: +13% Maximum life: +20.00 Maximum stamina: +15.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
hardened leather sling &039;Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 When wielded/worn: Changes resistances: +6% fire Changes resistances penetration: +5% fire / +15% mind / +11% physical Changes damage: +10% physical Critical mult.: +5.00% Mental save: +3 (+1 eff.) Mindpower: +2 (+0 eff.) Mental crit. chance: +3% Slings are used to hurl stones or metal shots at your foes. |
Velydalle the cashmere cloak (11 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Defense: +11 (+5 eff.) Ranged Defense: +9 (+5 eff.) Changes stats: +2 Str / +1 Dex / +1 Cun Critical mult.: +5.00% Mental crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
focusing cashmere robe of lightning (+18%) (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Mag / +5 Wil Changes resistances: +18% lightning Changes damage: +12% lightning Mana each turn: +0.10 Psi each turn: +0.14 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.Bileimmortal (0 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +4 (+2 eff.) Armour: +3 Fatigue: +2% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 nature Changes resistances: +3% nature / +15% light Changes resistances penetration: +6% physical Changes damage: +6% nature Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Wanderer&Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+2 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
steady iron gauntlets of dexterity (+3) (0 def, 1 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +18 (+6 eff.) Armour: +1 Changes stats: +3 Dex Physical save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +22% Metal gloves protecting the hands up to the middle of the lower arm. |
Lisilrathra the hardened leather armour (11 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +11 (+5 eff.) Ranged Defense: +5 (+3 eff.) Fatigue: +8% Changes stats: +2 Dex / +1 Mag / +1 Wil / +1 Con Reduces incoming crit damage: 10.00% Light radius: +3 Infravision radius: +3 Movement speed: +20% A suit of armour made of leather. |
Blindwalker the steel plate armour (4 def, 9 armour)Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+2 eff.) Fatigue: +22% Effects on melee hit: * 30% chance to blind Damage (Melee): 10 acid / 10 fire Damage when hit (Melee): 9 acid / 9 fire Changes resistances: +29% acid / +13% fire / +11% light / +12% darkness Spellpower on spell critical (stacks up to 3 times): +2 Spell crit. chance: +1% A suit of armour made of metal plates. |
enlightening dwarven-steel plate armour of the deep (5 def, 13 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +13 Defense: +5 (+2 eff.) Fatigue: +24% Changes stats: +4 Cun / +4 Wil Changes resistances: +7% acid / +5% cold Allows you to breathe in: water Mental save: +10 (+3 eff.) A suit of armour made of metal plates. |
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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
miner&Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 (116 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 3 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher&YELLOWLASTYELLOWLASTANTIQUE_WHITE039;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. |
Tarrygodas the yew totem of healing [power 127] (11/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Fatigue: -8% Changes stats: +7 Cun / +1 Mag Reduces incoming crit damage: 10.00% Infravision radius: +2 It can be used to heal a target within range 8 (based on Willpower) for 127, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 5 stamina. Natural totems are made by powerful wilders to store nature power. |
4 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% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Polly the Cornac Possessor level 14
44th Dusk 122nd year of Ascendancy at 21:10 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Polly the Cornac Possessor level 7
7th Dusk 122nd year of Ascendancy at 20:09 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Polly the Cornac Possessor level 10
15th Dusk 122nd year of Ascendancy at 11:55 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Polly the Cornac Possessor level 12
41st Dusk 122nd year of Ascendancy at 15:39 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Polly the Cornac Possessor level 8
13rd Dusk 122nd year of Ascendancy at 01:56 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Polly the Cornac Possessor level 6
1st Dusk 122nd year of Ascendancy at 06:02 see stats
Log
Polly resonates with the damage.
Polly converts some damage to Psi!
Neribeth the ghoul hits Polly for 19 to psi, 91 light (110 total damage).
Neribeth the ghoul&fbd578LASTYELLOWLASTLASTTalent Infusion: Movement is ready to use.
Polly is empowered by the suffering of others!
Polly uses Infusion: Movement.
Polly is moving freely.
Polly is moving at extreme speed!
Polly picks up (f.): balanced steel greatsword of massacre (30-48 power, 2 apr).
Insidious Poison from Polly hits Neribeth the ghoul for 2 nature damage.
Psionic Disruption from Polly hits Neribeth the ghoul for 24 mind damage.
Possess from Polly hits Neribeth the ghoul for 21 mind damage.
Polly picks up (n.): Bileimmortal (0 def, 3 armour).
Neribeth the ghoul casts Moonlight Ray.
Polly channels pain to Neribeth the ghoul!
Neribeth the ghoul hits Polly for 80 darkness damage.
Channel Pain hits Neribeth the ghoul for 60 mind damage.
Polly the level 17 cornac possessor was darkened to death by Neribeth the ghoul on level 3 of Old Forest.
You have no more lives left.
Polly is no longer resonating.
Polly is no longer empowered.
Polly deactivates Channel Pain.
Polly slows down.
Polly deactivates Psionic Disruption.
Polly is moving less freely.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.

























































