










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Wyrmic |
| Level / Exp | 24 / 69% |
| Size | medium |
| Lifes / Deaths | Killed by Gira the giant lightning ant at level 16 on the 40th Dusk 122nd year of Ascendancy at 17:42 0 / 7Killed by Mayesema the cave bear at level 16 on the 40th Dusk 122nd year of Ascendancy at 18:35 Killed by Adamira the storm drake hatchling at level 22 on the 76th Dusk 122nd year of Ascendancy at 21:47 Killed by Adamira the storm drake hatchling at level 22 on the 77th Dusk 122nd year of Ascendancy at 00:32 Killed by ogre guard at level 24 on the 2nd Haze 122nd year of Ascendancy at 00:14 Killed by Saleta the elven cultist at level 24 on the 2nd Haze 122nd year of Ascendancy at 01:33 Killed by Saleta the elven cultist at level 24 on the 2nd Haze 122nd year of Ascendancy at 03:43 |
Primary Stats
| Strength | 38.866350880499 (base 54) |
| Dexterity | 32 (base 10) |
| Constitution | 35 (base 20) |
| Magic | 14 (base 10) |
| Willpower | 71 (base 38) |
| Cunning | 31 (base 12) |
Resources
| Life | -103/603 |
| Stamina | 299/321 |
| Equilibrium | 42 |
| Healing Factor | 1.1829268292683 |
| Regeneration | 0.29573170731708 |
Speed
| Mental | +12.02863780958% |
| Attack | +12.02863780958% |
| Movement | +11.09386761032% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 8.4149766652699 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc |
Offense: Mainhand
| Damage | 78 |
| Accuracy | 52 |
| Crit Chance | 32% |
| APR | 12 |
| Speed | 0.89 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 23 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 46 |
| Crit Chance | 11% |
| Speed | 0.8926289023524 |
Offense: Damage Bonus
| Acid | +8% |
| Blight | +5% |
| Physical | +8% |
| Mind | +21% |
| Lightning | +8% |
| Cold | +8% |
| Arcane | +10% |
| Fire | +18% |
| Nature | +4% |
Offense: Damage Penetration
| Lightning | +21% |
| Fire | +16% |
| Acid | +16% |
| Physical | +16% |
| Cold | +16% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 44.36174050493 (81.694915254237%) |
| Defense | 21 |
| Ranged Defense | 25 |
| Fatigue | 36 |
| Physical Save | 30 |
| Spell Save | 27 |
| Mental Save | 40 |
Defense: Resistances
| Acid | 17%( 70%) |
| Blight | 17%( 70%) |
| Physical | 15%( 70%) |
| Cold | 15%( 70%) |
| All | 12%( 70%) |
| Lightning | 34%( 70%) |
| Darkness | 21%( 70%) |
| Fire | 70%( 70%) |
| Nature | 37%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Bleed Resistance | 0% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 43% |
| Poison Resistance | 15% |
| Blind Resistance | 20% |
Inscriptions (4/4)
| 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 13% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 26 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 9 for 8 turns. While Heroism is active, you will only die when reaching -391 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 Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 200 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. |
| 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 631% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Mindstar mastery | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fungus | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 4/5 |
| 4/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Elemental Harmony |
| detrimental effect | The target is infected by a disease, reducing its strength by 24 and doing 38.69 blight damage per turn. Weakness Disease |
| detrimental effect | The target is poisoned, taking 21.22 nature damage per turn. Deadly Poison |
| beneficial effect | Increases armour by 16. Elemental Harmony |
| beneficial effect | Fully absorbs 1 nature attack. Ward |
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 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 |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved Strength by +2. | 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 Horned Horror. * 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 |
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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. The fortress&LIGHT_GREEN | 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&WHITELIGHT_GREEN039;ve found the needed vial of wight ectoplasm. The Brotherhood of Alchemists* &039; * You&WHITELIGHT_GREEN039;ve found the needed vial of squid ink. * You&WHITELIGHT_GREEN039;ve found the needed skeleton mage skull. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * &039; * &039;re creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.&WHITELIGHT_GREEN039;ve found the needed snow giant kidney. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You&WHITESLATE039;Needed: one faerlhing fang. I&039;m sure you&039; * &039;t worry if it dissolves. Just don&039; | 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 within1 lumberjacks have died. | done |
Equipment
| On feet | pair of rough leather boots &039; (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +4 Dex / +1 Wil / +2 Cun / +4 Con / +5 Lck Stealth bonus: +6 Light radius: +3 Infravision radius: +3 A pair of boots made of leather. |
| Light source | bright brass lantern of focusCrafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes damage: +6% mind 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 | Betheba (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +5 Dex / +4 Wil / +2 Con Changes resistances: +3% acid Physical save: +11 (+6 eff.) Infravision radius: +1 A cap made of leather. |
| On hands | Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 3.0 Power cost: 24 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 7. Any target caught in the area will take 197.85 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
| Tool | yew totem of thorny skin &039; [power 47] (20 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Changes resistances: +3% lightning Maximum wards: +3 acid / +2 nature / +3 light Changes resistances penetration: +5% lightning Changes damage: +6% mind Talent cooldown: Rushing Claws (-1 turn) Talents granted: +3 Rushing Claws +1 Ward Maximum hate: +4.00 Mindpower: +4 (+1 eff.) It can be used to harden the skin for 7 turns increasing armour by 47 and armour hardiness by 50%, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 8 equilibrium. Natural totems are made by powerful wilders to store nature power. |
| On fingers | treant&Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 18% chance to blind Damage (Melee): 23 light Effects on ranged hit: * 20% chance to blind Damage (Ranged): 22 light Changes resistances: +6% nature / +6% blight Poison immunity: +15% Disease immunity: +10% Rings can have magical properties. |
| On fingers | 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. |
| Around neck | Kelar the BlazeblowCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Wil Changes resistances: +9% nature / +30% fire Changes resistances penetration: +15% nature Amulets can have magical properties. |
| In main hand | Corpathus (40-56 power, 12 apr)Requires: - Strength 40 Crafted by a master Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Crit. chance: +22.0% Attack speed: 100% On weapon crit: * grows in power On weapon kill: * grows dramatically in power Damage (Melee): +18 draining blight When wielded/worn: Changes damage: +5% blight Critical mult.: +32.00% Cut immunity: -25% Maximum vim: +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
| Around waist | Rope Belt of the ThalorenInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +12 (+4 eff.) The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
| In off hand | Crystalline Dwarven-steel shield (8 def, 2 armour, 35.625-42.75 power, 95 block)Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 It is part of a set of items. When used to attack (with talents): Base power: 35.6 - 42.8 Uses stat: 100% Str Damage type: Arcane Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.5% Block value: +95 When wielded/worn: Physical power: +12 (+3 eff.) Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +12% Changes stats: +3 Con / +3 Wil Changes damage: +10% arcane Talent granted: +3 Block Spellpower: +12 (+6 eff.) It can be used to recover the Crystal Focus (destroys this weapon), costing 1 power out of 1/1. Handheld deflection devices. Transformed with the power of the Spellblaze. |
| Cloak | linen cloak &039; (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +6 Dex / +2 Mag / +2 Wil / +4 Con Light radius: +3 Infravision radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | steel plate armour &039; (4 def, 9 armour)Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+2 eff.) Fatigue: +22% Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +2 Cun Changes resistances: +19% lightning Changes damage: +9% mind Grants telepathy: Humanoid/Orc Mental save: +20 (+6 eff.) A suit of armour made of metal plates. |
Inventory
lightning rune of the titan (271 lightning damage)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: 5 Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 90.35 to 271.04 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) 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. |
Hetteruimas the gold amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +5 Dex / +5 Cun / +7 Con Changes resistances: +6% fire / +9% light / +3% cold Talent masteries: +0.20 Cunning / Survival +0.20 Technique / Combat techniques Spell save: +10 (+5 eff.) Life regen: +0.60 Stamina each turn: +0.50 Movement speed: +10% Amulets can have magical properties. |
protective steel amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +3 Defense: +5 (+2 eff.) Changes stats: +1 Mag Changes resistances cap: +3% all Physical save: +7 (+4 eff.) Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +23.00 Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level.stralite amulet of teleportation Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Teleport immunity: +50% It can be used to teleport you randomly (rad 44), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
Xanikira the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Armour: +4 Fatigue: -5% Changes stats: +5 Con Maximum encumbrance: +21 Physical save: +6 (+3 eff.) Infravision radius: +2 See invisible: +6 Rings can have magical properties. |
steel ring &039;Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -6% Damage when hit (Melee): 12 mind Changes stats: +3 Cun Changes damage: +6% fire Maximum encumbrance: +20 Mental save: +12 (+4 eff.) Mindpower: +6 (+2 eff.) Rings can have magical properties. |
Glowvalor the dwarven-steel dagger (16.5-21.45 power, 7 apr)Requires: - Dexterity 24 Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 16.5 - 21.4 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage against: +7% Unnatural When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 20 light Changes stats: +4 Mag / +2 Wil / +1 Con Sharp, short and deadly. |
Hanedudar the steel dagger (13.5-17.55 power, 6 apr)Requires: - Dexterity 16 Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 13.5 - 17.6 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Dex / +6 Cun / +5 Con Changes resistances: +8% acid / +8% fire / +9% cold / +8% lightning Grants telepathy: Dragon Spell save: +5 (+2 eff.) Light radius: +2 Sharp, short and deadly. |
Shimmerwreath the dwarven-steel dagger (18-23.4 power, 7 apr)Requires: - Dexterity 24 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 18.0 - 23.4 Uses stats: 45% Str, 45% Dex Damage type: Lightning Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 8% chance to cause random gloom Damage (Melee): +12 lightning / +8 mind Burst (radius 2) on crit: +8 lightning When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +2 Cun / +3 Wil Changes resistances penetration: +5% lightning Changes damage: +3% lightning Sharp, short and deadly. |
dwarven-steel dagger &039; (17.5-22.75 power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Base power: 17.5 - 22.8 Uses stats: 45% Str, 45% Dex Damage type: Mind Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 111% When this weapon hits: Epidemic (10% chance level 3). On weapon hit: * 6% chance to disease Damage (Melee): +8 blight Burst (radius 1) on hit: +8 temporal When wielded/worn: Accuracy: +13 (+4 eff.) Armour penetration: +4 Damage when hit (Melee): 12 mind Changes stats: +1 Dex Changes resistances penetration: +4% physical Disease immunity: +14% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Sharp, short and deadly. |
Hyroddafast (50-80 power, 3 apr)Requires: - Strength 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 50.0 - 80.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown On weapon crit: * wounds the target for 7 turns: 17 bleeding, 60% reduced healing When wielded/worn: Accuracy: +10 (+3 eff.) Physical crit. chance: +13.0% Physical power: +12 (+3 eff.) Defense: +7 (+3 eff.) Changes stats: +2 Dex / +3 Wil Changes resistances: +3% nature Disarm immunity: +35% Massive two-handed swords. |
Merkul&Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +400% When wielded/worn: Damage (Ranged): 25 arcane Light radius: +2 This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
stralite longsword &039; (37-51.8 power, 5 apr)Requires: - Strength 35 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 4 Base power: 37.0 - 51.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 111% Damage (Melee): +7 nature / +9 temporal / +12 darkness / +12 mind Damage against: +10% Living When wielded/worn: Accuracy: +9 (+3 eff.) Damage when hit (Melee): 12 nature Changes stats: +4 Dex Changes damage: +6% mind / +3% nature Sharp, long, and deadly. |
Emeleda the vined mindstar (5-5.5 power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 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% Burst (radius 1) on hit: +12 mind When wielded/worn: Physical power: +8 (+2 eff.) Armour: +4 Changes stats: +4 Cun / +5 Con Changes resistances: +3% physical Critical mult.: +8.00% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% 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. |
Psionic Fury (12-13.2 power, 25 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Base power: 12.0 - 13.2 Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +3 Wil Changes resistances: +10% mind Changes damage: +15% mind / +5% physical Mindpower: +10 (+3 eff.) Mental crit. chance: +8% It can be used to release a wave of psionic power, dealing 215.14 mind damage (based on Willpower) to all within radius 5, costing 40 power out of 40/40. This mindstar constantly shakes and vibrates, as if a powerful force is desperately trying to escape. |
Rootspiker the living mindstar (15.5-17.05 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural frost should be returned to the wyrm. Base power: 15.5 - 17.1 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +28 nature When wielded/worn: Armour: +7 Damage when hit (Melee): 12 ice / 4 darkness / 8 fire / 4 nature / 8 mind Changes resistances: +3% nature / +11% cold Changes resistances penetration: +13% cold Changes damage: +14% cold / +6% mind / +4% darkness Life regen: +1.30 Maximum life: +41.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +5% 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. |
grounding rough leather belt of unlifePowered by arcane forces Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% blight / +5% temporal / +6% lightning The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.nightruned hardened leather belt Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +8% light / +8% darkness A belt that goes around your waist. |
Beloth the pair of hardened leather boots (13 def, 3 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +13 (+6 eff.) Fatigue: +3% Changes stats: +7 Lck / +5 Dex Changes resistances: +6% blight / +3% darkness / +3% mind / +3% nature Stealth bonus: +7 Physical save: +5 (+3 eff.) Spell save: +7 (+3 eff.) Mental save: +7 (+2 eff.) Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.0 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 26% chance to evade melee and ranged attacks and 15 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Elenazor (9 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +9 (+4 eff.) Ranged Defense: +9 (+4 eff.) Fatigue: +2% Changes resistances: +6% lightning / +6% temporal / +6% blight / +12% cold / +2% physical Reduces incoming crit damage: 10.00% Mental save: +9 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
pair of dwarven-steel boots &039; (0 def, 10 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Fatigue: +3% Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 8 light Changes resistances: +8% lightning / +6% temporal / +3% light Changes damage: +3% light / +9% blight Infravision radius: +1 Movement speed: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+0 eff.) These gloves are coated with a thick, green liquid. |
Beeldil (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +8 Str / +2 Con Changes resistances: +3% physical Changes resistances penetration: +10% physical Physical save: +14 (+7 eff.) Mental save: +6 (+2 eff.) It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
This item will automatically be transmogrified when you leave the level.cashmere wizard hat &039; (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +6 Str Changes resistances: +22% light / +5% physical Changes damage: +15% light Physical save: +9 (+5 eff.) Life regen: +0.60 Light radius: +3 A pointy cloth hat, very wizardly... |
linen wizard hat &039; (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 16 blight / 16 temporal Changes stats: +4 Wil / +4 Mag Changes resistances: +15% temporal Changes damage: +3% blight Spellpower: +3 (+1 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A pointy cloth hat, very wizardly... |
rough leather cap &039; (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 nature Changes stats: +3 Str / +5 Dex / +2 Mag Changes resistances: +15% nature Changes resistances penetration: +10% nature A cap made of leather. |
This item will automatically be transmogrified when you leave the level.Glittermalice (3 def, 6 armour) Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Changes resistances: +6% temporal / +25% light / +16% darkness Changes resistances penetration: +10% light Changes damage: +30% temporal Light radius: +3 A suit of armour made of leather. |
Black Mesh (8 def, 2 armour, 40-48 power, 120 block)Requires: - Strength 20 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 40.0 - 48.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +120 When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +6% Changes stats: +5 Wil Changes resistances: +25% blight / +25% darkness Talent granted: +3 Block Special effect on block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
acidic steel shield of radiance (6 def, 2 armour, 15-18 power, 40 block)Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Powered by arcane forces Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 15.0 - 18.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.0% Block value: +40 On weapon hit: * 14% chance to corrode armour by 30% Damage (Melee): +10 light When wielded/worn: Armour: +2 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +8% Damage (Melee): 6 acid Effects when hit in melee: * 12% chance to blind Damage when hit (Melee): 14 acid Changes stats: +4 Con / +1 Mag Changes resistances: +11% light Talent granted: +2 Block Handheld deflection devices. |
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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
sapper&Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Cun / +1 Str Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target&LASTANTIQUE_WHITE |
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. |
Sulfurbright the dwarven-steel torque of kinetic psionic shield [power 91] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 nature Changes resistances: +20% nature Changes resistances penetration: +15% temporal Changes damage: +12% nature It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 91 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
Glimmermire the yew totem of thorny skin [power 38] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes resistances: +9% light / +3% mind Changes damage: +12% light It can be used to harden the skin for 7 turns increasing armour by 38 and armour hardiness by 50%, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 6 equilibrium. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level.forceful elven-wood totem of thorny skin [power 45] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to harden the skin for 7 turns increasing armour by 45 and armour hardiness by 60%, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 6 stamina. Natural totems are made by powerful wilders to store nature power. |
Achievements
A different point of view (Insane (Adventure) difficulty)
1st Haze 122nd year of Ascendancy at 00:19 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Worm the Cornac Wyrmic level 10
12nd Dusk 122nd year of Ascendancy at 10:16 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Worm the Cornac Wyrmic level 22
77th Dusk 122nd year of Ascendancy at 09:54 see stats
Home sweet home (Insane (Adventure) difficulty)
1st Time of Equilibrium 122nd year of Ascendancy at 22:29 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Worm the Cornac Wyrmic level 10
12nd Dusk 122nd year of Ascendancy at 10:15 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Worm the Cornac Wyrmic level 20
65th Dusk 122nd year of Ascendancy at 17:44 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Worm the Cornac Wyrmic level 12
25th Dusk 122nd year of Ascendancy at 14:05 see stats
Tales of the Spellblaze (Insane (Adventure) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Worm the Cornac Wyrmic level 24
1st Haze 122nd year of Ascendancy at 00:19 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Worm the Cornac Wyrmic level 16
40th Dusk 122nd year of Ascendancy at 08:14 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Worm the Cornac Wyrmic level 6
4th Flare 122nd year of Ascendancy at 21:19 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Worm the Cornac Wyrmic level 24
1st Haze 122nd year of Ascendancy at 00:19 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Worm the Cornac Wyrmic level 9
9th Flare 122nd year of Ascendancy at 15:15 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Worm the Cornac Wyrmic level 19
65th Dusk 122nd year of Ascendancy at 16:07 see stats
Log
Saleta the elven cultist slows down.
Worm receives 8 healing from Saleta the elven cultist.
Worm hits Saleta the elven cultist for 159 cold, 18 blight, 23 light, 137 cold (338 total damage).
Saleta the elven cultist casts Soul Rot.
Saleta the elven cultist&fbd578LASTDARK_GREENLASTLASTfbd578LASTDARK_GREENLASTLASTLASTLASTLASTWorm hits Saleta the elven cultist for 165 fire damage.
Saleta the elven cultist casts Drain.
Saleta the elven cultist&fbd578LASTDARK_GREENLASTLASTLASTLASTTalent Infusion: Movement is ready to use.
Talent Infusion: Heroism is ready to use.
Weakness Disease from Saleta the elven cultist hits Worm for 31 blight damage.
Burning from Worm hits Saleta the elven cultist for 23 fire damage.
Worm drains life from Saleta the elven cultist!
You carry too much--you are encumbered!
Drop some of your items.
Worm receives 8 healing from Saleta the elven cultist.
Worm hits Saleta the elven cultist for (28 parried), 69 physical, 18 blight, 23 light (111 total damage).
Saleta the elven cultist uses Dual Strike.
Saleta the elven cultist performs a melee critical strike against Worm!
Your nature ward absorbs the damage!
Worm is poisoned!
Worm resists the stunning strike!
Saving game...







































































































