Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.3 |
Addons | Glove Stats 1.0.6Shows glove combat stats with all classes. 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! 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 Go to Landmark 1.0.6Adds 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. 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 Stoic class 1.0.5Stoics are warriors who dedicate their lives to mastering countless secret techniques. Stoics are a warrior subclass inspired by the Samurai class from Hengband. They are a melee class with a wide variety of specialized combat techniques, but require judicious use of their unique Focus resource to succeed. Their advanced trees allow them to alter the element of their attacks and grant passive effects as long as the stance is maintained. ZOmnibus Addon Pack 1.0.6Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: More Taints 1.1.0Power comes at a price, but the price is worth paying... This addon adds more Taints to the game. Taints are Inscriptions powered by corrupt forces. As such, they are arcane so Oozemancers and other Zigur Zealots need not apply. Taintmarks are listed on your character sheet under stats. Current Taints are only a little more rare than normal inscriptions. In v1 they will be much rarer but certain bosses will have a guaranteed Taint drop. List of Taints: Faster Adventurer Levelup 1.0.5Removes all the unwanted categories from the level up screen so it runs smoothly. Stone Wardens DLC Class 1.1.3Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Easy Adventure |
Sex | Male |
Race | Cornac |
Class | Bulwark |
Level / Exp | 9 / 50% |
Size | medium |
Lifes / Deaths | Killed by Taric at level 7 on the 5th Mirth 122nd year of Ascendancy at 14:27 2 / 2Killed by Daduron the thalore at level 7 on the 9th Mirth 122nd year of Ascendancy at 23:40 |
Primary Stats
Strength | 26 (base 26) |
Dexterity | 17 (base 15) |
Constitution | 26 (base 22) |
Magic | 10 (base 10) |
Willpower | 10 (base 10) |
Cunning | 10 (base 10) |
Resources
Life | 303/303 |
Stamina | 94/94 |
Healing Factor | 1.31 |
Regeneration | 18.6675 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Offense: Mainhand
Damage | 15 |
Accuracy | 24 |
Crit Chance | 4% |
APR | 2 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 15 |
Crit Chance | 1% |
Speed | 1 |
Offense: Mind
Mindpower | 11 |
Crit Chance | 1% |
Speed | 1 |
Offense: Damage Bonus
Physical | -20% |
Light | +10% |
All | 0% |
Offense: Damage Penetration
Mind | +6% |
Darkness | +5% |
Defense: Base
Armour (hardiness) | 41.275336916221 (73.452380952381%) |
Defense | 27.483309535507 |
Ranged Defense | 29.483309535507 |
Fatigue | 16 |
Physical Save | 24.6 |
Spell Save | 13 |
Mental Save | 12 |
Defense: Resistances
Light | + 32%( 70%) |
Acid | + 14%( 70%) |
Fire | + 13%( 70%) |
All | + 3%( 70%) |
Defense: Immunities
Stun Resistance | 57% |
Instadeath Resistance | 100% |
Knockback Resistance | 57% |
Inscriptions (2/3)
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: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Class Talents
Technique / Combat veteran | 1.30 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 1/5 |
| 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 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
talent | Shield Wall |
Quests
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 within5 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
Light source | [vs. arcing iron waraxe of torment (7.5-10.5 power, 2 apr) (In main hand)] Summertide PhialSummertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-3.5%) Attack speed: 0% (-100%) Special effect when this weapon hits: 25% chance for lightning to arc to a second target Damage when this weapon hits: +0(-6) lightning When wielded/worn: Changes resistances: +30% light Changes resistances penetration: +0%(-6%) mind / +0%(-5%) darkness Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | [vs. arcing iron waraxe of torment (7.5-10.5 power, 2 apr) (In main hand)] eldritch linen wizard hat (1 def, 0 armour)eldritch linen wizard hat (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-3.5%) Attack speed: 0% (-100%) Special effect when this weapon hits: 25% chance for lightning to arc to a second target Damage when this weapon hits: +0(-6) lightning When wielded/worn: Defense: +1 Changes resistances penetration: +0%(-6%) mind / +0%(-5%) darkness Mana each turn: +0.70 Mana when hit: +0.80 Maximum mana: +44.00 Spellpower: +5 It can be used to activate talent Manaflow, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 8 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Tool | [vs. arcing iron waraxe of torment (7.5-10.5 power, 2 apr) (In main hand)] supercharged iron torque of kinetic psionic shield [power 33] (29 cooldown)supercharged iron torque of kinetic psionic shield [power 33] (29 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-3.5%) Attack speed: 0% (-100%) Special effect when this weapon hits: 25% chance for lightning to arc to a second target Damage when this weapon hits: +0(-6) lightning When wielded/worn: Changes resistances penetration: +0%(-6%) mind / +0%(-5%) darkness It can be used to setup a psionic shield, reducing all physical and acid damage by 33 for 6 turns, placing all other charms into a 29 cooldown. Torques are made by powerful psionics to store psionic powers. |
On fingers | [vs. arcing iron waraxe of torment (7.5-10.5 power, 2 apr) (In main hand)] marksman's steel ringmarksman's steel ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-3.5%) Attack speed: 0% (-100%) Special effect when this weapon hits: 25% chance for lightning to arc to a second target Damage when this weapon hits: +0(-6) lightning When wielded/worn: Accuracy: +4 Changes stats: +2 Dex Changes resistances penetration: +0%(-6%) mind / +0%(-5%) darkness Rings can have magical properties. |
Around waist | [vs. arcing iron waraxe of torment (7.5-10.5 power, 2 apr) (In main hand)] rough leather beltrough leather belt 1.00 Encumbrance. Type: armor / belt ; tier 1 Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-3.5%) Attack speed: 0% (-100%) Special effect when this weapon hits: 25% chance for lightning to arc to a second target Damage when this weapon hits: +0(-6) lightning When wielded/worn: Changes resistances penetration: +0%(-6%) mind / +0%(-5%) darkness A belt that goes around your waist. |
In main hand | [vs. arcing iron waraxe of torment (7.5-10.5 power, 2 apr) (In main hand)] arcing iron waraxe of torment (7.5-10.5 power, 2 apr)arcing iron waraxe of torment (7.5-10.5 power, 2 apr) Requires: - Strength 11 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 7.5 - 10.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 (-) Physical crit. chance: +3.5% (-) Attack speed: 100% (-) Special effect when this weapon hits: 25% chance for lightning to arc to a second target Damage when this weapon hits: +6(-) lightning When wielded/worn: Changes resistances penetration: +6%(-) mind / +5%(-) darkness One-handed war axes. |
In off hand | [vs. arcing iron waraxe of torment (7.5-10.5 power, 2 apr) (In main hand)] blood-etched iron shield of harmony (4 def, 2 armour, 9 dam, 19.5 block)blood-etched iron shield of harmony (4 def, 2 armour, 9 dam, 19.5 block) Requires: - Strength 11 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 1 Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-3.5%) Attack speed: 0% (-100%) Special effect when this weapon hits: 25% chance for lightning to arc to a second target Damage when this weapon hits: +0(-6) lightning When used to attack (with talents): Base power: 9.0 - 10.8 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: +4 Con Changes resistances penetration: +0%(-6%) mind / +0%(-5%) darkness Talent mastery: +0.20 Wild-gift / Harmony Talent granted: +1 Block Life regen: +1.00 Healing mod.: +21% 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 12 life for each disease or poison you have. The healing per disease/poison will increase with your Willpower. Handheld deflection devices |
Cloak | [vs. arcing iron waraxe of torment (7.5-10.5 power, 2 apr) (In main hand)] enveloping linen cloak of protection (6 def, 0 armour)enveloping linen cloak of protection (6 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-3.5%) Attack speed: 0% (-100%) Special effect when this weapon hits: 25% chance for lightning to arc to a second target Damage when this weapon hits: +0(-6) lightning When wielded/worn: Defense: +6 Changes resistances penetration: +0%(-6%) mind / +0%(-5%) darkness Physical save: +6 Spell save: +6 Mental save: +5 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | [vs. arcing iron waraxe of torment (7.5-10.5 power, 2 apr) (In main hand)] searing steel mail armour of implacability (2 def, 11 armour)searing steel mail armour of implacability (2 def, 11 armour) Requires: - Strength 20 - Talent Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-3.5%) Attack speed: 0% (-100%) Special effect when this weapon hits: 25% chance for lightning to arc to a second target Damage when this weapon hits: +0(-6) lightning When wielded/worn: Armour: +11 Defense: +2 Fatigue: +10% Damage when the wearer hits(melee): 10 fire / 10 acid Damage when the wearer is hit: 9 fire / 9 acid Changes resistances: +10% fire / +11% acid Changes resistances penetration: +0%(-6%) mind / +0%(-5%) darkness Physical save: +5 A suit of armour made of mail. |
Inventory
[vs. arcing iron waraxe of torment (7.5-10.5 power, 2 apr) (In main hand)] regeneration infusion of the titan (heal 193 over 5 turns)regeneration infusion of the titan (heal 193 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-3.5%) Attack speed: 0% (-100%) Special effect when this weapon hits: 25% chance for lightning to arc to a second target Damage when this weapon hits: +0(-6) lightning When wielded/worn: Changes resistances penetration: +0%(-6%) mind / +0%(-5%) darkness When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 193 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
[vs. arcing iron waraxe of torment (7.5-10.5 power, 2 apr) (In main hand)] iron longsword (6-8.4 power, 2 apr)iron longsword (6-8.4 power, 2 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 6.0 - 8.4(-1.5 - -2.1) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 (-) Physical crit. chance: +2.5% (-1.0%) Attack speed: 100% (-) Special effect when this weapon hits: 25% chance for lightning to arc to a second target Damage when this weapon hits: +0(-6) lightning When wielded/worn: Changes resistances penetration: +0%(-6%) mind / +0%(-5%) darkness Sharp, long, and deadly. |
[vs. arcing iron waraxe of torment (7.5-10.5 power, 2 apr) (In main hand)] steel mace (13-18.2 power, 3 apr)This item will automatically be transmogrified when you leave the level. steel mace (13-18.2 power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 13.0 - 18.2(+5.5 - +7.7) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 (+1) Physical crit. chance: +1.0% (-2.5%) Attack speed: 100% (-) Special effect when this weapon hits: 25% chance for lightning to arc to a second target Damage when this weapon hits: +0(-6) lightning When wielded/worn: Changes resistances penetration: +0%(-6%) mind / +0%(-5%) darkness Blunt and deadly. |
[vs. arcing iron waraxe of torment (7.5-10.5 power, 2 apr) (In main hand)] vined mindstar (5.5-6.05 power, 18 apr, nature damage)This item will automatically be transmogrified when you leave the level. vined mindstar (5.5-6.05 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1(-2.0 - -4.4) Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 (+16) Physical crit. chance: +3.0% (-0.5%) Attack speed: 100% (-) Special effect when this weapon hits: 25% chance for lightning to arc to a second target Damage when this weapon hits: +0(-6) lightning When wielded/worn: Changes resistances penetration: +0%(-6%) mind / +0%(-5%) darkness 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. |
[vs. arcing iron waraxe of torment (7.5-10.5 power, 2 apr) (In main hand)] potent ash magestaff of power (19-22.8 power, 3 apr, cold damage)This item will automatically be transmogrified when you leave the level. potent ash magestaff of power (19-22.8 power, 3 apr, cold 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: 19.0 - 22.8(+11.5 - +12.3) Uses stat: 100% Mag Damage type: Cold Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +3 (+1) Physical crit. chance: +3.0% (-0.5%) Attack speed: 100% (-) Special effect when this weapon hits: 25% chance for lightning to arc to a second target Damage when this weapon hits: +0(-6) lightning When wielded/worn: Changes resistances penetration: +0%(-6%) mind / +0%(-5%) darkness Changes damage: +19% cold Talent granted: +1 Command Staff Spellpower: +13 Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
[vs. arcing iron waraxe of torment (7.5-10.5 power, 2 apr) (In main hand)] arcing iron waraxe (7-9.8 power, 2 apr)arcing iron waraxe (7-9.8 power, 2 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 7.0 - 9.8(-0.5 - -0.7) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 (-) Physical crit. chance: +3.5% (-) Attack speed: 100% (-) Special effect when this weapon hits: 25% chance for lightning to arc to a second target Damage when this weapon hits: +5(-1) lightning When wielded/worn: Changes resistances penetration: +0%(-6%) mind / +0%(-5%) darkness One-handed war axes. |
[vs. arcing iron waraxe of torment (7.5-10.5 power, 2 apr) (In main hand)] iron waraxe (5.5-7.7 power, 2 apr)iron waraxe (5.5-7.7 power, 2 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 5.5 - 7.7(-2.0 - -2.8) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 (-) Physical crit. chance: +3.5% (-) Attack speed: 100% (-) Special effect when this weapon hits: 25% chance for lightning to arc to a second target Damage when this weapon hits: +0(-6) lightning When wielded/worn: Changes resistances penetration: +0%(-6%) mind / +0%(-5%) darkness One-handed war axes. |
[vs. arcing iron waraxe of torment (7.5-10.5 power, 2 apr) (In main hand)] linen cloak of battle (1 def, 0 armour)linen cloak of battle (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-3.5%) Attack speed: 0% (-100%) Special effect when this weapon hits: 25% chance for lightning to arc to a second target Damage when this weapon hits: +0(-6) lightning When wielded/worn: Physical crit. chance: +2.0% Physical power: +1 Defense: +1 Fatigue: -2% Changes resistances penetration: +0%(-6%) mind / +0%(-5%) darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. arcing iron waraxe of torment (7.5-10.5 power, 2 apr) (In main hand)] iron shield of fire resistance (+16%) (4 def, 2 armour, 10.5 dam, 24 block)iron shield of fire resistance (+16%) (4 def, 2 armour, 10.5 dam, 24 block) Requires: - Strength 11 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-3.5%) Attack speed: 0% (-100%) Special effect when this weapon hits: 25% chance for lightning to arc to a second target Damage when this weapon hits: +0(-6) lightning When used to attack (with talents): Base power: 10.5 - 12.6 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +4.0% procs dam / acc Physical crit. chance: +2.5% Block value: +24 When wielded/worn: Armour: +2 Defense: +4 Ranged Defense: +4 Fatigue: +6% Changes resistances: +16% fire Changes resistances penetration: +0%(-6%) mind / +0%(-5%) darkness Talent granted: +1 Block Handheld deflection devices |
[vs. arcing iron waraxe of torment (7.5-10.5 power, 2 apr) (In main hand)] spinelspinel 0.00 Encumbrance. Type: gem / green ; tier 1 Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-3.5%) Attack speed: 0% (-100%) Special effect when this weapon hits: 25% chance for lightning to arc to a second target Damage when this weapon hits: +0(-6) lightning When wielded/worn: Defense: +2 Changes resistances penetration: +0%(-6%) mind / +0%(-5%) darkness Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
[vs. arcing iron waraxe of torment (7.5-10.5 power, 2 apr) (In main hand)] ametrineametrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-3.5%) Attack speed: 0% (-100%) Special effect when this weapon hits: 25% chance for lightning to arc to a second target Damage when this weapon hits: +0(-6) lightning When wielded/worn: Physical crit. chance: +1.0% Changes resistances penetration: +0%(-6%) mind / +0%(-5%) darkness 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% Gems can be sold for money or used in arcane rituals. |
[vs. arcing iron waraxe of torment (7.5-10.5 power, 2 apr) (In main hand)] opalopal 0.00 Encumbrance. Type: gem / blue ; tier 2 Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-3.5%) Attack speed: 0% (-100%) Special effect when this weapon hits: 25% chance for lightning to arc to a second target Damage when this weapon hits: +0(-6) lightning When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Changes resistances penetration: +0%(-6%) mind / +0%(-5%) darkness When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
[vs. arcing iron waraxe of torment (7.5-10.5 power, 2 apr) (In main hand)] Crystal FocusCrystal Focus Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-3.5%) Attack speed: 0% (-100%) Special effect when this weapon hits: 25% chance for lightning to arc to a second target Damage when this weapon hits: +0(-6) lightning When wielded/worn: Changes resistances penetration: +0%(-6%) mind / +0%(-5%) darkness It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
[vs. arcing iron waraxe of torment (7.5-10.5 power, 2 apr) (In main hand)] brass lanternbrass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-3.5%) Attack speed: 0% (-100%) Special effect when this weapon hits: 25% chance for lightning to arc to a second target Damage when this weapon hits: +0(-6) lightning When wielded/worn: Changes resistances penetration: +0%(-6%) mind / +0%(-5%) darkness Light radius: +2 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. |
[vs. arcing iron waraxe of torment (7.5-10.5 power, 2 apr) (In main hand)] woodsman's iron pickaxe (dig speed 38 turns)woodsman's iron pickaxe (dig speed 38 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-3.5%) Attack speed: 0% (-100%) Special effect when this weapon hits: 25% chance for lightning to arc to a second target Damage when this weapon hits: +0(-6) lightning When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes resistances penetration: +0%(-6%) mind / +0%(-5%) darkness Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. arcing iron waraxe of torment (7.5-10.5 power, 2 apr) (In main hand)] Prox's Lucky Halfling FootProx's Lucky Halfling Foot Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-3.5%) Attack speed: 0% (-100%) Special effect when this weapon hits: 25% chance for lightning to arc to a second target Damage when this weapon hits: +0(-6) lightning When wielded/worn: Defense: +5 Changes stats: +5 Lck Changes resistances penetration: +0%(-6%) mind / +0%(-5%) darkness 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. |
[vs. arcing iron waraxe of torment (7.5-10.5 power, 2 apr) (In main hand)] Scrying OrbScrying Orb Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-3.5%) Attack speed: 0% (-100%) Special effect when this weapon hits: 25% chance for lightning to arc to a second target Damage when this weapon hits: +0(-6) lightning When wielded/worn: Changes resistances penetration: +0%(-6%) mind / +0%(-5%) darkness When carried: This orb will automatically identify items you find. |
[vs. arcing iron waraxe of torment (7.5-10.5 power, 2 apr) (In main hand)] Transmogrification ChestTransmogrification Chest Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-3.5%) Attack speed: 0% (-100%) Special effect when this weapon hits: 25% chance for lightning to arc to a second target Damage when this weapon hits: +0(-6) lightning When wielded/worn: Changes resistances penetration: +0%(-6%) mind / +0%(-5%) darkness 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. |
[vs. arcing iron waraxe of torment (7.5-10.5 power, 2 apr) (In main hand)] Rod of Recall (1/1)Rod of Recall (1/1) Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-3.5%) Attack speed: 0% (-100%) Special effect when this weapon hits: 25% chance for lightning to arc to a second target Damage when this weapon hits: +0(-6) lightning When wielded/worn: Changes resistances penetration: +0%(-6%) mind / +0%(-5%) darkness 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. |
[vs. arcing iron waraxe of torment (7.5-10.5 power, 2 apr) (In main hand)] ash totem of cure poisons [power 2] (20 cooldown)This item will automatically be transmogrified when you leave the level. ash totem of cure poisons [power 2] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-3.5%) Attack speed: 0% (-100%) Special effect when this weapon hits: 25% chance for lightning to arc to a second target Damage when this weapon hits: +0(-6) lightning When wielded/worn: Changes resistances penetration: +0%(-6%) mind / +0%(-5%) darkness It can be used to remove up to 2 poisons from the target, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
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