Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.3 |
Addons | Everything is Unique! 1.1.3Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.1.2Donators/Buyers bonus! Stone Wardens DLC Class 1.1.3Donators/Buyers bonus! Midnight 1.1.0Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Steamtech UI 1.0.5 Faster Adventurer Levelup 1.0.5Removes all the unwanted categories from the level up screen so it runs smoothly. Werebeast Class 1.0.5Add a Werebeast class to the Wilder metaclass. Cursed by Nature to become an avenger against all who harm her. Its a bit Cursed, a bit Wyrmic and a bit Rogue. Contains 6 mostly unique Wild-Curse talent categories. Forum link: http://forums.te4.org/viewtopic.php?f=50&t=35100&start=0 |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Cornac |
Class | Bulwark |
Level / Exp | 13 / 4% |
Size | medium |
Lifes / Deaths | Killed by Garen The Might Of Demaci at level 7 on the 6th Mirth 122nd year of Ascendancy at 08:05 0 / 5Killed by Eilinylaith the slaver at level 9 on the 21st Dusk 122nd year of Ascendancy at 10:36 Killed by ritch flamespitter at level 11 on the 27th Dusk 122nd year of Ascendancy at 00:54 Killed by ritch flamespitter at level 11 on the 27th Dusk 122nd year of Ascendancy at 01:07 Killed by Ariletira the large white snake at level 13 on the 72nd Dusk 122nd year of Ascendancy at 06:28 |
Primary Stats
Strength | 40 (base 31) |
Dexterity | 16 (base 12) |
Constitution | 37 (base 26) |
Magic | 11 (base 10) |
Willpower | 27 (base 16) |
Cunning | 13 (base 10) |
Resources
Life | -104/475 |
Stamina | 148/158 |
Healing Factor | 1.2040399017088 |
Regeneration | 32.708934686671 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 7 |
See Invisible | 7 |
Offense: Mainhand
Damage | 52 |
Accuracy | 26 |
Crit Chance | 11% |
APR | 10 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 11 |
Crit Chance | 3% |
Speed | 1 |
Offense: Mind
Mindpower | 24.55 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
Nature | +6% |
Physical | -10% |
Cold | +12% |
All | 0% |
Offense: Damage Penetration
Lightning | +7% |
Defense: Base
Armour (hardiness) | 40.085336916221 (30%) |
Defense | 31.685953631527 |
Ranged Defense | 34.685953631527 |
Fatigue | 25 |
Physical Save | 41.608333333333 |
Spell Save | 23.0875 |
Mental Save | 32.9375 |
Defense: Resistances
Lightning | + 3%( 70%) |
Nature | + 10%( 70%) |
Fire | + 7%( 70%) |
Cold | + 30%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Pinning Resistance | 22% |
Instadeath Resistance | 100% |
Confusion Resistance | 11% |
Disarm Resistance | 22% |
Stun Resistance | 57% |
Poison Resistance | 11% |
Knockback Resistance | 83% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 223 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: SunUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 18). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 36) for 4 turns. Its effects scale with your Cunning stat. |
Class Talents
Technique / Combat veteran | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Effects
talent | Shield Wall |
detrimental effect | The target's has a cursed wound, reducing healing by 22%. Cursed Wound |
beneficial effect | The target is recovering 8 life each turn and its healing modifier has been increased by 18%. Recovery |
Quests
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you improved Willpower by +2. | done |
You failed to protect the lost sun paladin from death by snow giant. Escort: lost sun paladin (level 2 of Daikara) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
Equipment
On feet | restorative pair of rough leather boots of tirelessness (0 def, 1 armour) restorative pair of rough leather boots of tirelessness (0 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Life regen: +1.50 Stamina each turn: +0.40 Maximum stamina: +10.00 Healing mod.: +13% A pair of boots made of leather. |
Quiver | high-capacity quiver of elm arrows of wind (17/17, 11.5-16.1 power, 5 apr) high-capacity quiver of elm arrows of wind (17/17, 11.5-16.1 power, 5 apr)Requires: - Dexterity 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 11.5 - 16.1 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +1.0% Capacity: 17 Special effect when this weapon hits: 10% chance to create an air burst Travel speed: +200% Arrows are used with bows to pierce your foes to death. |
Light source | bright brass lantern of clarity bright brass lantern of clarityCrafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +6 Light radius: +4 See stealth: +7 See invisible: +7 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 Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 Spell save: +12 Mental save: +12 A great helm that belonged to Garkul the Devourer, one of the greatest orcs to live. |
On hands | heroic iron gauntlets of regeneration (0 def, 5 armour) heroic iron gauntlets of regeneration (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +5 Mental save: +6 Life regen: +1.60 Stamina each turn: +0.40 Psi each turn: +0.12 Maximum life: +42.00 Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Gives a 25% to shrug off up to three stuns, pins, and dazes each turn, with a 10 turn cooldown. A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its course on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is it stinks. |
On fingers | treant's steel ring of tenacity treant's steel ring of tenacityInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +7% nature Physical save: +11 Poison immunity: +11% Disease immunity: +10% Disarm immunity: +22% Pinning immunity: +22% Knockback immunity: +26% Maximum life: +20.00 Rings can have magical properties. |
On fingers | titan's steel ring of frost (+24%) titan's steel ring of frost (+24%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Con Changes resistances: +24% cold Changes damage: +12% cold Physical save: +8 Rings can have magical properties. |
Around neck | Zubokira the Spidergore Zubokira the SpidergoreCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +6 Armour penetration: +6 Physical crit. chance: +4.0% Changes stats: +2 Wil Damage when the wearer hits(melee): 2 mind Damage when the wearer is hit: 8 nature Changes resistances: +3% nature Changes damage: +6% nature Talent mastery: +0.15 Technique / Superiority Critical mult.: +11.00% Mental save: +7 Confusion immunity: +11% Mindpower: +5 Amulets can have magical properties. |
In main hand | thunderous dwarven-steel waraxe of erosion (19.5-27.3 power, 4 apr) thunderous dwarven-steel waraxe of erosion (19.5-27.3 power, 4 apr)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 19.5 - 27.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% Damage when this weapon hits: +7 nature / +8 temporal Damage conversion: 28% lightning When wielded/worn: Changes stats: +2 Str / +2 Dex / +1 Mag / +3 Wil / +1 Cun / +2 Con Changes resistances penetration: +7% lightning One-handed war axes. |
Around waist | insulating hardened leather belt insulating hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +6% cold / +7% fire A belt that goes around your waist. |
In off hand | acidic steel shield of harmony (6 def, 2 armour, 17.5 dam, 45 block) acidic steel shield of harmony (6 def, 2 armour, 17.5 dam, 45 block)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 17.5 - 21.0 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +4.0% procs dam / acc Physical crit. chance: +3.0% Block value: +45 Damage when this weapon hits: +11 acid blind When wielded/worn: Armour: +2 Defense: +6 Ranged Defense: +6 Fatigue: +8% Damage when the wearer hits(melee): 7 acid Damage when the wearer is hit: 10 acid Talent mastery: +0.20 Wild-gift / Harmony Talent granted: +2 Block Healing mod.: +11% It can be used to activate talent Waters of Life, placing all other charms into a 30 cooldown : Effective talent level: 4.8 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: The waters of life flow through you, purifying any poisons or diseases currently affecting you. For 9 turns, all poisons and diseases will heal you instead of damaging you. When activated, it also heals you for 18 life for each disease or poison you have. The healing per disease/poison will increase with your Willpower. Handheld deflection devices |
Cloak | enveloping linen cloak of Eldoral (6 def, 0 armour) enveloping linen cloak of Eldoral (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 Changes stats: +2 Cun / +1 Dex Physical save: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | hardened leather armour 'Flashpython' (3 def, 6 armour) hardened leather armour 'Flashpython' (3 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 Fatigue: +8% Changes stats: +1 Dex Damage when the wearer is hit: 15 physical Changes resistances: +3% lightning Light radius: +1 Infravision radius: +3 A suit of armour made of leather. |
Inventory
insidious poison infusion (12 nature damage, 20% healing reduction) insidious poison infusion (12 nature damage, 20% healing reduction)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: 3.0 Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 12.48 nature damage per turns for 7 turns, and reducing the target's healing received by 20%. The sudden stream of natural forces also strips you of one random detrimental magical effect. 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. |
starlit copper amulet of cunning (+2) starlit copper amulet of cunning (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Cun Changes resistances: +12% darkness / +11% light Blindness immunity: +20% Amulets can have magical properties. |
wanderer's copper amulet wanderer's copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Dex / +3 Cun / +3 Con Life regen: +0.40 Stamina each turn: +0.40 Movement speed: +10% Amulets can have magical properties. |
rogue's steel ring of corrosion (+24%) rogue's steel ring of corrosion (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +4 Changes stats: +2 Cun Changes resistances: +24% acid Changes damage: +12% acid Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. steel ringsteel ring 0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. |
glacial steel battleaxe of rage (17.5-26.25 power, 2 apr) glacial steel battleaxe of rage (17.5-26.25 power, 2 apr)Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 17.5 - 26.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% Damage conversion: 30% ice When wielded/worn: Accuracy: +6 Armour: +8 Changes stats: +3 Str Changes resistances penetration: +6% cold Changes damage: +6% physical Stamina when hit: +0.84 Massive two-handed battleaxes. |
Gotta (10.5-13.65 power, 6 apr) Gotta (10.5-13.65 power, 6 apr)Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 2 Base power: 10.5 - 13.7 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Special effect when this weapon crits: cripple the target Damage when this weapon hits: +6 mind Damage against: +5% Giant When wielded/worn: Accuracy: +5 Physical crit. chance: +7.0% Defense: +4 Fatigue: -4% It can be used to project an attack as mind damage doing 100% weapon damage, placing all other charms into a 6 cooldown. Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. iron dagger (5-6.5 power, 5 apr)iron dagger (5-6.5 power, 5 apr) Requires: - Dexterity 11 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 5.0 - 6.5 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
Squalorbrawn (42-63 power, 2 apr) Squalorbrawn (42-63 power, 2 apr)Requires: - Strength 24 Infused by psionic forces 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 42.0 - 63.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% Damage when this weapon hits: +10 mind Damage conversion: 10% arcane When wielded/worn: Damage when the wearer is hit: 4 nature Changes resistances: +3% nature Changes resistances penetration: +10% nature It can be used to project an attack as mind damage doing 100% weapon damage, placing all other charms into a 6 cooldown. Massive two-handed maul. |
Lightningpunish the steel greatsword (21.5-34.4 power, 2 apr) Lightningpunish the steel greatsword (21.5-34.4 power, 2 apr)Requires: - Strength 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. 1.20 Ego Multiplier. [Unique] 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 Physical crit. chance: +3.0% Attack speed: 100% Special effect when this weapon hits: 25% chance to put talents on cooldown Damage when this weapon hits: +4 lightning / +4 arcane Burst (radius 2) on crit: +8 lightning When wielded/worn: Accuracy: +15 Defense: +14 Damage when the wearer is hit: 9 mind Massive two-handed swords. |
Yvuvena the elven-wood longbow Yvuvena the elven-wood longbowRequires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 4 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 70% Firing range: +9 Travel speed: +200% When wielded/worn: Physical power: +9 Changes stats: +5 Str / +3 Con Changes resistances: +6% blight Changes resistances penetration: +8% physical Changes damage: +13% physical Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. iron mace of crippling (7.5-10.5 power, 2 apr)iron mace of crippling (7.5-10.5 power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 7.5 - 10.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% Special effect when this weapon crits: cripple the target When wielded/worn: Physical crit. chance: +6.0% Blunt and deadly. |
Glowtickler (5.5-6.05 power, 18 apr, mind damage) Glowtickler (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 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 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances penetration: +15% light Mental save: +4 Maximum psi: +11.00 Mindpower: +2 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. |
Alyhir the cured leather sling Alyhir the cured leather slingRequires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 2 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 80% Firing range: +7 Burst (radius 1) on hit: +2 temporal When wielded/worn: Physical power: +7 Changes stats: +3 Cun / +2 Str Changes resistances penetration: +22% physical Changes damage: +12% physical / +6% temporal Stamina each turn: +0.20 Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. potent ash starstaff of might (17-20.4 power, 3 apr, light damage)potent ash starstaff of might (17-20.4 power, 3 apr, light damage) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 17.0 - 20.4 Uses stat: 100% Mag Damage type: Light Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +17% light Talent granted: +1 Command Staff Spellpower: +8 Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. linen cloak of Iron Throne (1 def, 0 armour)linen cloak of Iron Throne (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +1 Str / +1 Con A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of hardened leather boots (0 def, 3 armour) pair of hardened leather boots (0 def, 3 armour)2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% A pair of boots made of leather. |
restful iron gauntlets of magic (+3) (0 def, 1 armour) restful iron gauntlets of magic (+3) (0 def, 1 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Mag Changes damage: +3% arcane Life regen: +1.00 Stamina each turn: +0.60 Maximum stamina: +10.00 Metal gloves protecting the hands up to the middle of the lower arm. |
Pyrelord the hardened leather cap (0 def, 4 armour) Pyrelord the hardened leather cap (0 def, 4 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Damage when the wearer hits(melee): 4 arcane Changes resistances: +16% lightning / +14% temporal Changes resistances penetration: +5% fire Infravision radius: +3 A cap made of leather. |
spiked cured leather armour of lightning resistance (2 def, 4 armour) spiked cured leather armour of lightning resistance (2 def, 4 armour)Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +7% Damage when the wearer is hit: 11 physical Changes resistances: +15% lightning A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. steel plate armour of cold resistance (4 def, 9 armour)steel plate armour of cold resistance (4 def, 9 armour) Requires: - Strength 28 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 Fatigue: +22% Changes resistances: +15% cold A suit of armour made of metal plates. |
blood-etched iron shield of acid resistance (+16%) (4 def, 2 armour, 11 dam, 20.5 block) blood-etched iron shield of acid resistance (+16%) (4 def, 2 armour, 11 dam, 20.5 block)Requires: - Strength 11 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 11.0 - 13.2 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +4.0% procs dam / acc Physical crit. chance: +2.5% Block value: +20 When wielded/worn: Armour: +2 Defense: +4 Ranged Defense: +4 Fatigue: +6% Changes stats: +3 Con Changes resistances: +16% acid Talent granted: +1 Block Life regen: +1.00 Healing mod.: +11% Handheld deflection devices |
icy steel shield (6 def, 2 armour, 12.5 dam, 40.5 block) icy steel shield (6 def, 2 armour, 12.5 dam, 40.5 block)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 12.5 - 15.0 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +4.0% procs dam / acc Physical crit. chance: +3.0% Block value: +40 Damage when this weapon hits: +12 ice When wielded/worn: Armour: +2 Defense: +6 Ranged Defense: +6 Fatigue: +8% Damage when the wearer hits(melee): 7 cold Damage when the wearer is hit: 10 cold Talent granted: +2 Block Handheld deflection devices |
miner's iron pickaxe (dig speed 30 turns) miner's iron pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once(also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power, any items dropped inside is transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
2 amethyst 2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. |
Achievements
By Garen The Might Of Demaci the Cornac Bulwark level 9
6th Dusk 122nd year of Ascendancy at 12:43 see stats
By Garen The Might Of Demaci the Cornac Bulwark level 10
22nd Dusk 122nd year of Ascendancy at 18:16 see stats
By Garen The Might Of Demaci the Cornac Bulwark level 9
22nd Dusk 122nd year of Ascendancy at 18:16 see stats
By Garen The Might Of Demaci the Cornac Bulwark level 9
22nd Dusk 122nd year of Ascendancy at 06:46 see stats
Log
Garen The Might Of Demaci hits Ariletira the large white snake for 12 lightning, 28 physical, 7 nature, 7 temporal, 6 acid, 2 mind (62 total damage).
Ariletira the large white snake hits Garen The Might Of Demaci for 23 physical, 3 acid (26 total damage).
Garen The Might Of Demaci hits Ariletira the large white snake for 12 physical, 9 acid, 7 nature (28 total damage).
Ariletira the large white snake shrugs off the effect 'Dazed'!
Garen The Might Of Demaci hits Ariletira the large white snake for 13 lightning, 30 physical, 7 nature, 7 temporal, 6 acid, 2 mind (64 total damage).
Ariletira the large white snake is not stunned anymore.
Ariletira the large white snake uses Slash.
Garen The Might Of Demaci has a cursed wound!
Ariletira the large white snake hits Garen The Might Of Demaci for 161 physical, 8 acid (170 total damage).
Garen The Might Of Demaci hits Ariletira the large white snake for 12 physical, 9 acid, 7 nature (28 total damage).
Talent Shield Pummel is ready to use.
Ariletira the large white snake resists the mind attack!
Garen The Might Of Demaci hits Ariletira the large white snake for 16 lightning, 36 physical, 7 nature, 7 temporal, 6 acid, 1 mind (72 total damage).
Ariletira the large white snake hits Garen The Might Of Demaci for 112 physical, 9 acid (121 total damage).
Garen The Might Of Demaci hits Ariletira the large white snake for 12 physical, 9 acid, 7 nature (28 total damage).
Ariletira the large white snake hits Garen The Might Of Demaci for 105 physical, 9 acid (114 total damage).
Garen The Might Of Demaci hits Ariletira the large white snake for 12 physical, 9 acid, 7 nature (28 total damage).
Garen The Might Of Demaci uses Shield Pummel.
Ariletira the large white snake resists the mind attack!
Garen The Might Of Demaci misses Ariletira the large white snake.
Garen The Might Of Demaci hits Ariletira the large white snake for 20 physical, 15 acid, 10 acid, 1 mind (47 total damage).
Ariletira the large white snake uses Death Dance.
Garen The Might Of Demaci is no longer being stalked by Ariletira the large white snake.
Saving game...