Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
| Addons | 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 1.5.3Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Ogre |
| Class | Sun Paladin |
| Level / Exp | 17 / 49% |
| Size | big |
| Lifes / Deaths | Killed by Gurinne the spitting spider at level 7 on the 14th Dusk 122nd year of Ascendancy at 02:28 2 / 3Killed by water jet at level 16 on the 55th Dusk 122nd year of Ascendancy at 01:37 Killed by Saludavena the sand-drake at level 17 on the 77th Dusk 122nd year of Ascendancy at 08:00 |
Primary Stats
| Strength | 90.104 (base 44) |
| Dexterity | 12 (base 10) |
| Constitution | 42.104 (base 10) |
| Magic | 60.104 (base 36) |
| Willpower | 15 (base 10) |
| Cunning | 12 (base 10) |
Resources
| Life | 540/612 |
| Positive | 35/48 |
| Stamina | 176/185 |
| Healing Factor | 1.3770395654962 |
| Regeneration | 0.34425989137404 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 5 |
| See Stealth | 16.709591362595 |
| See Invisible | 19.709591362595 |
Offense: Mainhand
| Damage | 122 |
| Accuracy | 27 |
| Crit Chance | 21% |
| APR | 28 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 30 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 10 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| All | +10% |
Defense: Base
| Armour (hardiness) | 33.062037804251 (69.102564102564%) |
| Defense | 26 |
| Ranged Defense | 34 |
| Fatigue | 29 |
| Physical Save | 42 |
| Spell Save | 39 |
| Mental Save | 32 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 21 for 9 turns. While Heroism is active, you will only die when reaching -635 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 24% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Class Talents
| Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Guardian | 1.44 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Sun | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Technique / Shield offense | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Two-handed assault | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Light | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Effects
| talent | Shield of Light |
| talent | Weapon of Wrath |
| talent | Weapon of Light |
| talent | Chant of Fortitude |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | The target is surrounded by a magical shield, absorbing 17/111 damage before it crumbles. Damage Shield |
| detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 20% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
| beneficial effect | Do not try to resist it! Ogric Wrath |
| beneficial effect | Increases your three highest stats by 18 and keeps you from dying even if your life drops to -537. Heroism |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | Increases crit chance by 5% and critical power by 20%. 1 charge(s). Ogre Fury |
| detrimental effect | Scoured by natural acid, reducing their offensive power ratings by 20%. Scoured |
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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by wolf. Escort: lost sun paladin (level 3 of Trollmire) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Heightened Senses (+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 have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher&039;s center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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. | active |
Various alchemists around Maj&WHITESLATE039;Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You&039; The Brotherhood of Alchemists* &039;re smaller and easier to remove, but they&039;t poke yourself. Oh yes, and don&039; * &039;s undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you&039;t apply curses.&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 honey tree root. * &039;ve lost a number of adventurers to this one, but I&039;ll be fine.&WHITELIGHT_GREEN039;ve found the needed skeleton mage skull. * 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 vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.&WHITELIGHT_GREEN039;ve found the needed electric eel tail. * You& | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of iron boots of rushing (0 def, 3 armour) pair of iron boots of rushing (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +2 Str / +2 Con It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.1 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
| Quiver | Rhedunachik the Nimbusborn (39/39, 18.5-22.2 power, 2 apr) Rhedunachik the Nimbusborn (39/39, 18.5-22.2 power, 2 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 2 Base power: 18.5 - 22.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +4.5% Capacity: 39 Turns elapse between self-loadings: 4 On weapon hit: * 20% chance to blind * 25% chance for lightning to arc to a second target Damage (Ranged): +5 lightning Burst (radius 1) on hit: +8 lightning When wielded/worn: Ammo reloads per turn: +2 Shots are used with slings to pummel your foes to death. |
| Light source | Runybers the Glowthorn Runybers the GlowthornCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 12 light Changes resistances: +3% light Changes resistances penetration: +25% light Changes damage: +3% lightning Light radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul&LASTYELLOWLASTLIGHT_GREENLASTREDLASTLIGHT_GREENLASTLIGHT_GREENLASTLIGHT_GREENLASTLIGHT_GREEN physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+6 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | Velawe (0 def, 5 armour) Velawe (0 def, 5 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +5 Damage (Melee): 5 light Damage when hit (Melee): 12 acid Changes stats: +5 Str / +3 Dex Changes resistances: +7% light Changes damage: +4% light Physical save: +9 (+3 eff.) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Glarebrace the iron pickaxe (dig speed 29 turns) Glarebrace the iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Damage when hit (Melee): 8 physical Changes stats: +1 Str Maximum stamina: +25.00 Light radius: +2 Infravision radius: +1 Healing mod.: +15% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Galepain the gold ring Galepain the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +12 (+4 eff.) Armour penetration: +12 Defense: +7 (+4 eff.) Changes stats: +2 Wil Changes resistances: +12% lightning Changes damage: +15% mind Mental save: +3 (+2 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 3 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 90% 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 | gladiator& gladiator&Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+1 eff.) Effects on melee hit: * 13% chance to blind Damage (Melee): 28 light Effects on ranged hit: * 10% chance to blind Damage (Ranged): 22 light Changes stats: +5 Str / +5 Con Rings can have magical properties. |
| Around neck | warrior& warrior&Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +6% physical Talent mastery: +0.14 Celestial / Guardian Stamina each turn: +0.30 Amulets can have magical properties. |
| In main hand | Anyrand the dwarven-steel greatmaul (42.5-63.75 power, 2 apr) Anyrand the dwarven-steel greatmaul (42.5-63.75 power, 2 apr)Requires: - Strength 24 Infused by nature Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 42.5 - 63.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +35 insidious poison / +16 darkness / +12 blight Damage against: +12% Living When wielded/worn: Armour penetration: +14 Physical crit. chance: +12.0% Changes stats: +3 Str / +2 Con Critical mult.: +19.00% Reduces incoming crit damage: 10.00% See invisible: +3 Massive two-handed mauls. |
| Around waist | rough leather belt &039; rough leather belt &039;Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -5% Effects on melee hit: * 15% chance to blind Changes resistances: +12% light Changes damage: +9% light Maximum encumbrance: +22 Light radius: +2 A belt that goes around your waist. |
| In off hand | Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block) Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block)Requires: - Strength 16 - Talent Heavy 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: +2.5% procs dam / acc Crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Fatigue: +12% Changes resistances: +15% cold / +10% fire Talent granted: +2 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
| Cloak | Emuwyn the linen cloak (1 def, 0 armour) Emuwyn the linen cloak (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +4 Str / +2 Mag / +1 Wil Changes resistances: +6% acid / +3% cold / +6% nature / +3% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Hellworth (11 def, 4 armour) Hellworth (11 def, 4 armour)Requires: - Strength 14 - Talent Heavy Armour Training Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +11 (+6 eff.) Ranged Defense: +9 (+4 eff.) Fatigue: +12% Changes resistances: +3% temporal / +3% light / +3% blight / +5% arcane / +6% mind Changes resistances penetration: +5% fire Changes damage: +6% fire Mental save: +10 (+5 eff.) A suit of armour made of mail. |
Inventory
movement infusion of the wizard (534% speed; 5 turns) movement infusion of the wizard (534% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 534% 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 Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Betaba the Blindnight Betaba the BlindnightPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 12 acid Changes stats: +2 Mag Changes resistances: +18% acid Changes resistances penetration: +20% acid Changes damage: +6% acid Light radius: +2 Amulets can have magical properties. |
Cyrybeth the steel amulet Cyrybeth the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 10 arcane resource burn Changes stats: +4 Dex Changes resistances: +3% fire Grants telepathy: Dragon Hate when firing a critical mind attack: +4.00 Maximum hate: +6.00 Amulets can have magical properties. |
Arthichak the Treeflash Arthichak the TreeflashCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +5 (+1 eff.) Damage when hit (Melee): 20 mind / 12 nature Changes stats: +5 Cun / +5 Dex Changes resistances: +12% nature Changes damage: +3% mind Rings can have magical properties. |
Arunn the Glowsquall Arunn the GlowsquallCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+2 eff.) Changes stats: +2 Cun Changes resistances: +12% lightning / +3% fire / +3% light / +5% arcane Changes damage: +9% light Rings can have magical properties. |
Betuth the copper ring Betuth the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Dex Changes resistances: +23% acid / +6% temporal Changes damage: +10% acid Knockback immunity: +10% Rings can have magical properties. |
Shantiz the Stormblade (15-19.5 power, 20 apr) Shantiz the Stormblade (15-19.5 power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stat: 100% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
Sulfurrebel the dwarven-steel greatsword (36.5-58.4 power, 2 apr) Sulfurrebel the dwarven-steel greatsword (36.5-58.4 power, 2 apr)Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 36.5 - 58.4 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% On weapon hit: * Slows global speed by 40% * 17% chance to cause random gloom Damage (Melee): +19 mind When wielded/worn: Physical crit. chance: +2.0% Physical power: +8 (+1 eff.) Damage when hit (Melee): 12 physical Changes stats: +5 Wil / +3 Cun / +4 Con Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. hateful steel greatsword of erosion (21.5-34.4 power, 2 apr)hateful steel greatsword of erosion (21.5-34.4 power, 2 apr) Requires: - Strength 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 21.5 - 34.4 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% Damage (Melee): +10 temporal / +12 nature / +10 darkness Damage against: +12% Living Massive two-handed swords. |
glacial dwarven-steel longsword of massacre (30-42 power, 4 apr) glacial dwarven-steel longsword of massacre (30-42 power, 4 apr)Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 30.0 - 42.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Burst (radius 2) on crit: +7 ice When wielded/worn: Armour: +7 Changes resistances penetration: +7% cold Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Mirebreaker the dwarven-steel mace (26.5-37.1 power, 4 apr)Mirebreaker the dwarven-steel mace (26.5-37.1 power, 4 apr) Requires: - Strength 24 Crafted by a master 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 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +10 Fatigue: -2% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 16 nature Changes resistances penetration: +5% nature / +7% physical Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 15.00% Infravision radius: +3 Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. Islynne the cured leather slingIslynne the cured leather sling Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 On weapon hit: * 40% chance to corrode armour by 30% Burst (radius 1) on hit: +8 acid When wielded/worn: Changes stats: +1 Dex / +1 Con Changes resistances: +3% acid Changes resistances penetration: +10% physical Changes damage: +8% physical Infravision radius: +3 Slings are used to hurl stones or metal shots at your foes. |
Singenigh SingenighRequires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 2 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 When this weapon hits: Shoot (10% chance level 1). When wielded/worn: Accuracy: +6 (+2 eff.) Physical crit. chance: +7.0% Physical power: +7 (+1 eff.) Changes stats: +2 Str Changes resistances penetration: +20% arcane / +5% fire Changes damage: +3% arcane Slings are used to hurl stones or metal shots at your foes. |
hardened leather sling &039; 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 On weapon hit: * Slows global speed by 40% Burst (radius 2) on crit: +2 nature / +10 lightning When wielded/worn: Changes resistances: +15% nature Changes resistances penetration: +13% physical Changes damage: +13% physical Slings are used to hurl stones or metal shots at your foes. |
Belisegabeth the rough leather belt Belisegabeth the rough leather beltInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +6 Effects on melee hit: * Slows global speed by 30% Changes stats: +2 Dex Changes damage: +12% physical Physical save: +6 (+2 eff.) Mindpower: +3 (+2 eff.) A belt that goes around your waist. |
Emynor the cashmere cloak (16 def, 0 armour) Emynor the cashmere cloak (16 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +16 (+8 eff.) Ranged Defense: +9 (+4 eff.) Changes stats: +2 Dex / +1 Wil Changes resistances: +3% nature / +3% temporal Physical save: +17 (+6 eff.) Infravision radius: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Boltstalker the pair of rough leather boots (11 def, 1 armour) Boltstalker the pair of rough leather boots (11 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +11 (+6 eff.) Fatigue: +1% Changes stats: +5 Str / +1 Wil / +2 Cun / +2 Con Changes resistances: +6% lightning See invisible: +6 Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 16% chance to evade melee and ranged attacks and 5 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Galugas (0 def, 4 armour) Galugas (0 def, 4 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Damage when hit (Melee): 4 arcane Changes stats: +2 Mag / +9 Wil Mana when firing critical spell: +2.00 Maximum vim: +40.00 Spell crit. chance: +1% It can be used to blink to a nearby random location (rad 9), putting all charms on cooldown for 25 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Splendourhash (0 def, 3 armour) Splendourhash (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -2% Changes resistances: +12% light Changes resistances penetration: +15% light / +5% mind Maximum encumbrance: +22 Physical save: +6 (+2 eff.) Light radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Helm of the Dwarven Emperors (0 def, 6 armour) Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +3 Wil / +4 Mag Changes damage: +8% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +1 It can be used to activate talent Sun Flare (costing 30 power out of 30/30) : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 28.96 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
linen wizard hat &039; (1 def, 0 armour) linen wizard hat &039; (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +8 (+2 eff.) Defense: +1 (+1 eff.) Changes stats: +4 Str / +3 Dex Changes resistances: +11% mind Changes damage: +11% mind A pointy cloth hat, very wizardly... |
Alizilaregogund (9 def, 21 armour) Alizilaregogund (9 def, 21 armour)Requires: - Strength 20 - Talent Heavy Armour Training Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Accuracy: +4 (+1 eff.) Armour: +21 Defense: +9 (+5 eff.) Fatigue: +14% Changes stats: +2 Cun Changes damage: +3% physical Critical mult.: +6.00% Physical save: +33 (+11 eff.) Mental save: +12 (+6 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. cured leather armour (2 def, 4 armour)cured leather armour (2 def, 4 armour) Requires: - Strength 14 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. corrosive steel shield of reflection (6 def, 2 armour, 13-15.6 power, 39 block)corrosive steel shield of reflection (6 def, 2 armour, 13-15.6 power, 39 block) Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 13.0 - 15.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.0% Block value: +39 Damage (Melee): +10 acid When wielded/worn: Armour: +2 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +8% Effects when hit in melee: * 11% chance to corrode armour by 30% Changes stats: +2 Con Changes resistances: +10% acid / +11% light / +12% darkness Talent granted: +2 Block Handheld deflection devices. |
4 aquamarine 4 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. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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 hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Wildclamor the dwarven-steel pickaxe (dig speed 24 turns) Wildclamor the dwarven-steel pickaxe (dig speed 24 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +7 Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 4 nature / 12 mind Changes stats: +3 Str Changes resistances: +6% nature / +6% mind Changes damage: +6% nature When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 3.3 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 +77 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
Daimoregodobers DaimoregodobersInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +2 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Changes resistances: +3% temporal / +12% fire / +5% arcane / +9% cold Physical save: +6 (+2 eff.) Light radius: +2 Healing mod.: +11% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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 (60 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
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. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, 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&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. |
Mayutha (18/18, 52.5-63 power, 8 apr) Mayutha (18/18, 52.5-63 power, 8 apr)Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 52.5 - 63.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Crit. chance: +5.0% Capacity: 18 When wielded/worn: Ammo reloads per turn: +4 Shots are used with slings to pummel your foes to death. |
Nohell the Flashstrider [power 2] (10 cooldown) Nohell the Flashstrider [power 2] (10 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 12 light / 20 acid Changes resistances: +9% acid Changes damage: +6% light Talent cooldown: Silence (-1 turn) Talent granted: +2 Silence It can be used to absorb and nullify at most 2 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 10 turns. Torques are made by powerful psionics to store psionic powers. |
Emeletha the Kindlebreaker [power 16] (20 cooldown) Emeletha the Kindlebreaker [power 16] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Damage when hit (Melee): 20 acid Changes resistances: +9% light Changes resistances penetration: +10% light It can be used to harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30%, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 2 equilibrium. Natural totems are made by powerful wilders to store nature power. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
ametrine ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Laser the Ogre Sun Paladin level 6
10th Flare 122nd year of Ascendancy at 15:18 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Laser the Ogre Sun Paladin level 10
16th Dusk 122nd year of Ascendancy at 07:42 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Laser the Ogre Sun Paladin level 17
60th Dusk 122nd year of Ascendancy at 20:43 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Laser the Ogre Sun Paladin level 15
54th Dusk 122nd year of Ascendancy at 10:05 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Laser the Ogre Sun Paladin level 12
22nd Dusk 122nd year of Ascendancy at 02:41 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Laser the Ogre Sun Paladin level 12
20th Dusk 122nd year of Ascendancy at 07:13 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Laser the Ogre Sun Paladin level 16
54th Dusk 122nd year of Ascendancy at 20:33 see stats
Log
Talent Healing Light is ready to use.
You are sent back to the material plane!
Laser casts Rune: Shielding.
A shield forms around Laser.
Laser uses Infusion: Heroism.
Laser casts Ogric Wrath.
Laser enters an ogric frenzy.
Laser uses Stunning Blow.
Saludavena the sand-drake resists the blinding light!
Laser&LASTLASTORANGE039;Dazed&LASTLASTLaser hits Saludavena the sand-drake for 146 physical, 1 nature, 6 darkness, 4 blight, 19 light, 6 physical, 18 light, 8 acid, 6 physical, 18 light, 8 acid (245 total damage).
Weapon of Wrath hits Saludavena the sand-drake for 8 fire damage.
Shield of Light hits Saludavena the sand-drake for 31 light, 6 cold, 27 light (65 total damage).
Saludavena the sand-drake hits Laser for (7 absorbed), 0 cold, (17 absorbed), 0 arcane, (7 absorbed), 0 cold, (17 absorbed), 0 arcane, (25 absorbed), 0 physical, (1 absorbed), 0 physical, (1 absorbed), 0 cold, (11 absorbed), 0 physical, (1 absorbed), 0 physical, (1 absorbed), 0 cold (0 total damage).
Yellow ooze receives 15 healing from Guvea the black ooze.
Guvea the black ooze receives 16 healing.
Saludavena the sand-drake receives 10 healing from Guvea the black ooze.
Insidious Poison from Laser hits Saludavena the sand-drake for 3 nature damage.
The shield around Laser crumbles.
Laser calms down.
Laser deactivates Weapon of Wrath.
Laser deactivates Shield of Light.
Laser deactivates Weapon of Light.
Laser deactivates Chant of Fortitude.
Laser power has recovered.
