Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.5 |
Addons | Items Vault 1.1.2Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Female |
Race | Cornac |
Class | Marauder |
Level / Exp | 28 / 42% |
Size | medium |
Lifes / Deaths | Killed by Yvitira the venom drake hatchling at level 18 on the 58th Dusk 122nd year of Ascendancy at 23:00 0 / 7Killed by Sandworm Queen at level 20 on the 65th Dusk 122nd year of Ascendancy at 19:20 Killed by Abteg the thalore at level 21 on the 6th Haze 122nd year of Ascendancy at 05:51 Killed by Cyruma the ancient dragon turtle at level 24 on the 27th Haze 122nd year of Ascendancy at 11:24 Killed by Ivuseba the orc corruptor at level 28 on the 70th Haze 122nd year of Ascendancy at 02:00 Killed by grave wight at level 28 on the 70th Haze 122nd year of Ascendancy at 06:07 Killed by nightmare horror at level 28 on the 70th Haze 122nd year of Ascendancy at 11:13 |
Primary Stats
Strength | 47 (base 34) |
Dexterity | 69 (base 40) |
Constitution | 46 (base 36) |
Magic | 14 (base 10) |
Willpower | 30 (base 10) |
Cunning | 34 (base 26) |
Resources
Life | -176/795 |
Stamina | 156/201 |
Equilibrium | 0 |
Healing Factor | 1.232765491621 |
Regeneration | 39.916392125481 |
Speed
Mental | -10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 1 |
Offense: Mainhand
Damage | 99 |
Accuracy | 65 |
Crit Chance | 64% |
APR | 53 |
Speed | 1.11 |
Offense: Offhand
Damage | 71 |
Accuracy | 65 |
Crit Chance | 54% |
APR | 42 |
Speed | 1.11 |
Offense: Spell
Spellpower | 20 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 29.8 |
Crit Chance | 18% |
Speed | 1 |
Offense: Damage Bonus
Acid | +10% |
Mind | +5% |
Blight | +4% |
Physical | +20% |
Cold | +15% |
All | 0% |
Offense: Damage Penetration
Physical | +15% |
Cold | +7% |
Acid | +15% |
Defense: Base
Armour (hardiness) | 70.2 (93.924050632911%) |
Defense | 40.549446980886 |
Ranged Defense | 40.549446980886 |
Fatigue | 49 |
Physical Save | 43.85 |
Spell Save | 36.2 |
Mental Save | 30.7 |
Defense: Resistances
Acid | -5%( 80%) |
Darkness | -45%( 70%) |
Nature | 0%( 70%) |
Fire | + 2%( 70%) |
Physical | + 22%( 75%) |
Cold | + 26%( 70%) |
All | -11%( 70%) |
Defense: Immunities
Knockback Resistance | 100% |
Stun Resistance | 60% |
Instadeath Resistance | 100% |
Confusion Resistance | 60% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental, physical effects and reduce all damage taken by 20% for 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 371 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 450 life. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 57 with a minimum range of 15. Its effects scale with your Willpower stat. |
Class Talents
Cunning / Poisons | 0.90 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.20 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Technique / Dual weapons | 1.20 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Bloodthirst | 1.10 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Technique / Field control | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Thuggery | 1.50 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| 5/5 |
Effects
talent | Insidious Poison |
talent | Precise Strikes |
talent | Numbing Poison |
detrimental effect | The target's lite radius has been reduced by 5, and its darkness resistance by 30%. Abyssal Shroud |
beneficial effect | The thrill of combat improves the target's maximum life by 7%, life regeneration by 11.64, and stamina regeneration by 2.33. Bloodbath |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
detrimental effect | The target is lost in a nightmare that deals 37.24 mind damage each turn and has a 38% chance to cause a random detrimental effect. Waking Nightmare |
detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
beneficial effect | The target is recovering 5 life each turn and its healing modifier has been increased by 11%. Recovery |
detrimental effect | The target is plagued by inner demons and each turn there's a 23% chance that one will appear. If the caster is killed or the target resists setting his demons loose the effect will end early. Inner Demons |
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's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by wolf. Escort: lost sun paladin (level 3 of Trollmire) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the repented thief from death by large brown snake. Escort: repented thief (level 3 of Norgos Lair) | failed |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You failed to protect the temporal explorer from death by green mold. Escort: temporal explorer (level 1 of Old Forest) | failed |
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 Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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 have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest'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 shadow has asked that you come back as soon as possible. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 11. | 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. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed black mamba head. * You've found the needed wretchling eyeball. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed minotaur nose. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Quiver | Hornet Stingers (20/20, 20-28 power, 10 apr) Hornet Stingers (20/20, 20-28 power, 10 apr)Requires: - Dexterity 18 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 2 Base power: 20.0 - 28.0 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +5.0% Capacity: 20 Damage when this weapon hits(ranged): +15 crippling poison A vile poison drips from the tips of these arrows. |
Light source | ethereal brass lantern of focus ethereal brass lantern of focusPowered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Mag / +4 Wil Changes damage: +5% mind Spellpower: +6 Light radius: +4 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 Skullcracker multiplicator: +5 A great helm that belonged to Garkul the Devourer, one of the greatest orcs to live. |
On hands | Stone Gauntlets of Harkor'Zun (0 def, 7 armour) Stone Gauntlets of Harkor'Zun (0 def, 7 armour)Requires: - Talent Armour Training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Fatigue: +10% Changes resistances: +10% physical / +20% acid Changes resistances cap: +5% physical / +10% acid Changes resistances penetration: +15% physical / +15% acid Changes damage: +5% physical / +10% acid Talent cooldown: Clinch (-2 turns) Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
Tool | Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
On fingers | steel ring of life steel ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Life regen: +0.50 Maximum life: +51.00 Healing mod.: +12% Rings can have magical properties. |
On fingers | Inertial Twine Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 Knockback immunity: +100% It can be used to activate talent Bind (costing 25 power out of 28/28) : Effective talent level: 2.0 Power cost: 25 out of 28/28. Range: 5.0 Travel Speed: instantaneous Is: a mind power Description: Bind the target in crushing bands of telekinetic force, immobilizing it for 5 turns. The duration will improve with your Mindpower. The use of a telekinetically-wielded gem or mindstar as a focus will improve the effects of this talent considerably. This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Around neck | Earthen Beads Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Damage affinity(heal): +15% nature Life regen: +0.20 Mindpower: +5 Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 40 power out of 40/40) : Effective talent level: 1.6 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 173 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in the Age of Dusk, in an attempt to enhance their connection with Nature. |
In main hand | Shantiz the Stormblade (30-39 power, 20 apr) Shantiz the Stormblade (30-39 power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 3 Base power: 30.0 - 39.0 Uses stat: 100% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +18.0% Attack speed: 100% Special effect when this weapon hits: 25% chance for lightning to strike and destroy any projectiles in a radius of 10, dealing damage and stunning enemies around the projectile. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
Around waist | hardened leather belt 'Ashspire' hardened leather belt 'Ashspire'Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +11.0% Physical power: +9 Changes stats: +4 Cun / +5 Dex Damage when the wearer hits(melee): 2 fire Damage when the wearer is hit: 12 darkness / 8 fire Changes resistances: +12% fire Critical mult.: +8.00% Spell save: +9 Mental crit. chance: +10% A belt that goes around your waist. |
In off hand | glacial stralite dagger (27.5-35.75 power, 9 apr) glacial stralite dagger (27.5-35.75 power, 9 apr)Requires: - Dexterity 35 Infused by nature 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 4 Base power: 27.5 - 35.8 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% Damage conversion: 29% ice When wielded/worn: Armour: +8 Changes resistances penetration: +7% cold Sharp, short and deadly. |
Cloak | thick cashmere cloak of protection (2 def, 7 armour) thick cashmere cloak of protection (2 def, 7 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +2 Changes resistances: +13% cold Spell save: +7 Mental save: +7 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Borfast's Cage (10 def, 15 armour) Borfast's Cage (10 def, 15 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +15 Defense: +10 Fatigue: +24% Changes stats: +5 Con Changes resistances: +15% physical / -15% acid Reduces opponents crit chance: 20% Physical save: +15 Knockback immunity: +30% Life regen: +2.00 Maximum life: +50.00 Inch thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
Inventory
regeneration infusion of the duelist (heal 427 over 5 turns) regeneration infusion of the duelist (heal 427 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 427 life over 5 turns. Its effects scale with your Dexterity 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. |
Rune of the Rift (270.00 temporal damage, removed from time 4 turns) Rune of the Rift (270.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4.0 Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Inflicts 270.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 60 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. 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. |
This item will automatically be transmogrified when you leave the level. teleportation rune of the wizard (range 102)teleportation rune of the wizard (range 102) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 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 spell Description: Activate the rune to teleport randomly in a range of 102 with a minimum range of 15. Its effects scale with your Magic 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. |
Choker of Dread Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 Blindness immunity: +100% Spellpower: +5 See invisible: +10 It can be used to summon an elder vampire to your side, costing 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
Islorenor the Gleamzeal Islorenor the GleamzealCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +8 Changes resistances: +6% lightning / +6% light Changes resistances penetration: +10% lightning / +10% light Changes damage: +7% physical Combat speed: +10% Amulets can have magical properties. |
cleansing steel amulet of mastery (0.16 Technique / Bloodthirst) cleansing steel amulet of mastery (0.16 Technique / Bloodthirst)Infused by arcane disrupting forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +13% nature / +13% blight Talent mastery: +0.16 Technique / Bloodthirst Poison immunity: +28% Disease immunity: +20% Amulets can have magical properties. |
steel amulet of the fish steel amulet of the fishInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +13% cold Allows you to breathe in: water Amulets can have magical properties. |
marksman's gold ring marksman's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 Changes stats: +4 Dex Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. arcing steel battleaxe (16.5-24.75 power, 2 apr)arcing steel battleaxe (16.5-24.75 power, 2 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 16.5 - 24.8 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% Special effect when this weapon hits: 25% chance for lightning to arc to a second target Damage when this weapon hits: +11 lightning Massive two-handed battleaxes. |
Spellblaze Shard (20-26 power, 10 apr) Spellblaze Shard (20-26 power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage when this weapon hits: +10 blight / +10 fire burn Burst (radius 2) on crit: +20 fire / +20 infective blight When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% fire / +10% blight This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Umbral Razor (25-32.5 power, 10 apr) Umbral Razor (25-32.5 power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 45% Str, 10% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +9.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 8 power out of 10/10) : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 10.0 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 65.08 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Zubotha (18-23.4 power, 7 apr) Zubotha (18-23.4 power, 7 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 3 Base power: 18.0 - 23.4 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Special effect when this weapon crits: cripple the target Damage when this weapon hits: +8 nature Damage against: +5% Animal When wielded/worn: Accuracy: +6 Physical crit. chance: +8.0% Defense: +6 Changes resistances: +1% physical / +9% temporal Cut immunity: +5% Resist all after a teleport: +2% Sharp, short and deadly. |
dwarven-steel dagger of crippling (20.5-26.65 power, 7 apr) dwarven-steel dagger of crippling (20.5-26.65 power, 7 apr)Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 Base power: 20.5 - 26.7 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Special effect when this weapon crits: cripple the target When wielded/worn: Physical crit. chance: +5.0% Sharp, short and deadly. |
Crystal Shard (16-19.2 power, 4 apr, arcane damage) Crystal Shard (16-19.2 power, 4 apr, arcane damage)Requires: - Magic 20 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 16.0 - 19.2 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +4 Attack speed: 100% Damage conversion: 50% blight When wielded/worn: Changes resistances: +10% arcane / +10% blight Changes damage: +18% arcane / +18% blight Damage affinity(heal): +20% arcane Spellpower: +14 Spell crit. chance: +4% It can be used to create living shards of crystal, costing 45 power out of 45/45. This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
This item will automatically be transmogrified when you leave the level. blue-steel trident (14.5-23.2 power, 8 apr)blue-steel trident (14.5-23.2 power, 8 apr) Requires: - Strength 16 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 2 It must be held with both hands. Base power: 14.5 - 23.2 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Physical crit. chance: +2.0% Attack speed: 100% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Dayspawn DayspawnCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +7 Defense: +8 Changes resistances: +6% lightning / +3% acid / +9% blight Physical save: +10 Light radius: +2 A belt that goes around your waist. |
hardened leather belt 'Grinalar' hardened leather belt 'Grinalar'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +4 Armour penetration: +3 Physical power: +6 Physical save: +3 Maximum life: +44.00 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. cashmere cloak of the Shaloren (2 def, 0 armour)cashmere cloak of the Shaloren (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Changes stats: +1 Wil / +3 Mag A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cindertitan (0 def, 4 armour) Cindertitan (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes resistances: +11% temporal / +5% lightning / +12% fire Changes resistances penetration: +10% fire Changes damage: +6% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots of uncanny dodging (3 def, 3 armour) pair of hardened leather boots of uncanny dodging (3 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +3 Ranged Defense: +5 Fatigue: +3% A pair of boots made of leather. |
pair of rough leather boots of uncanny dodging (3 def, 1 armour) pair of rough leather boots of uncanny dodging (3 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 Ranged Defense: +2 Fatigue: +1% A pair of boots made of leather. |
Storm Bringer's Gauntlets (0 def, 3 armour) Storm Bringer's Gauntlets (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Mag Changes resistances: +15% lightning Changes resistances cap: +5% lightning Changes damage: +10% lightning Critical mult.: +20.00% Spell crit. chance: +5% It can be used to activate talent Chain Lightning (costing 16 power out of 16/16) : Effective talent level: 3.0 Power cost: 16 out of 16/16. Range: 10.0 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 21.26 to 63.78 damage and forking to another target. It can hit up to 6 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery but odds are the crafter knew a thing or two about magic. |
Wyrmbreath (0 def, 4 armour) 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: +10% nature / +10% darkness / +18% fire Changes damage: +10% fire It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 2.0 Power cost: 24 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 135.84 fire damage over 3 turns. 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. |
This item will automatically be transmogrified when you leave the level. dwarven-steel helm of constitution (+5) (0 def, 4 armour)dwarven-steel helm of constitution (+5) (0 def, 4 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +5 Con A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. cleansing dwarven-steel plate armour of stability (5 def, 11 armour)cleansing dwarven-steel plate armour of stability (5 def, 11 armour) Requires: - Strength 35 - Talent Armour Training (level 3) Infused by arcane disrupting forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 Fatigue: +24% Changes resistances: +7% physical / +13% nature / +13% blight Physical save: +19 A suit of armour made of metal plates. |
radiant steel plate armour of Eyal (4 def, 9 armour) radiant steel plate armour of Eyal (4 def, 9 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 Fatigue: +22% Changes stats: +1 Wil Damage when the wearer is hit: 5 light Changes resistances: +14% darkness / +14% blight Life regen: +1.80 Maximum life: +49.00 Light radius: +1 Healing mod.: +12% A suit of armour made of metal plates. |
2 agate 2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Gems can be sold for money or used in arcane rituals. |
7 onyx 7 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 Gems can be sold for money or used in arcane rituals. |
15 topaz 15 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
6 emerald 6 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Gems can be sold for money or used in arcane rituals. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 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. |
scorching brass lantern scorching brass lanternPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when the wearer is hit: 11 fire Changes resistances: +6% fire 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. |
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. |
3 garnet 3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Gems can be sold for money or used in arcane rituals. |
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. |
10 amethyst 10 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. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
3 quartz 3 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. |
4 citrine 4 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. |
2 zircon 2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. |
Achievements
By Recca the Cornac Marauder level 20
65th Dusk 122nd year of Ascendancy at 05:57 see stats
By Recca the Cornac Marauder level 27
63rd Haze 122nd year of Ascendancy at 21:46 see stats
By Recca the Cornac Marauder level 25
29th Haze 122nd year of Ascendancy at 09:38 see stats
By Recca the Cornac Marauder level 10
2nd Flare 122nd year of Ascendancy at 16:27 see stats
By Recca the Cornac Marauder level 20
64th Dusk 122nd year of Ascendancy at 19:54 see stats
By Recca the Cornac Marauder level 17
40th Dusk 122nd year of Ascendancy at 13:22 see stats
By Recca the Cornac Marauder level 12
5th Dusk 122nd year of Ascendancy at 15:15 see stats
By Recca the Cornac Marauder level 14
16th Dusk 122nd year of Ascendancy at 06:49 see stats
By Recca the Cornac Marauder level 22
10th Haze 122nd year of Ascendancy at 11:16 see stats
By Recca the Cornac Marauder level 1
77th Pyre 122nd year of Ascendancy at 22:22 see stats
Log
Talent Infusion: Wild is ready to use.
Recca is no longer weakened.
Waking Nightmare from Nightmare horror hits Recca for 54 darkness damage.
Nightmare horror's abyssal darkness area effect hits Recca for 44 darkness damage.
Recca receives 555 healing from Infusion: Healing.
Ran for 2 turns (stop reason: taken damage).
Recca shrugs off the effect 'Abyssal Shroud'!
Recca is free from the abyss.
Waking Nightmare from Nightmare horror hits Recca for 54 darkness damage.
Nightmare horror's abyssal darkness area effect hits Recca for 34 darkness damage.
Recca is plagued by inner demons!
Recca is no longer suffering from insomnia.
Recca feels closer to the abyss!
Waking Nightmare from Nightmare horror hits Recca for 41 darkness damage.
Nightmare horror's abyssal darkness area effect hits Recca for 44 darkness damage.
Ran for 2 turns (stop reason: taken damage).
Recca has finished recovering.
Waking Nightmare from Nightmare horror hits Recca for 54 darkness damage.
Nightmare horror's abyssal darkness area effect hits Recca for 44 darkness damage.
Talent Infusion: Regeneration is ready to use.
Talent Infusion: Wild is ready to use.
Ran for 2 turns (stop reason: taken damage).
Recca is recovering from the damage!
Waking Nightmare from Nightmare horror hits Recca for 54 darkness damage.
Nightmare horror's abyssal darkness area effect hits Recca for 44 darkness damage.
Saving game...