Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.0 |
| Addons | Items Vault 1.0.0 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Berserker |
| Level / Exp | 16 / 62% |
| Size | medium |
| Lifes / Deaths | Killed by Veourgo the Bringer of Doom at level 8 on the 3rd Summertide 122nd year of Ascendancy at 05:43 0 / 6Killed by Mayesewe the Guardian at level 16 on the 40th Pyre 123rd year of Ascendancy at 06:47 Killed by orc pyromancer at level 16 on the 40th Pyre 123rd year of Ascendancy at 13:33 Killed by orc high pyromancer at level 16 on the 40th Pyre 123rd year of Ascendancy at 17:38 Killed by snow giant thunderer at level 16 on the 41st Pyre 123rd year of Ascendancy at 00:52 Killed by snow giant thunderer at level 16 on the 41st Pyre 123rd year of Ascendancy at 01:25 |
| Antimagic | Follower |
Primary Stats
| Strength | 41 (base 36) |
| Dexterity | 22 (base 14) |
| Constitution | 38 (base 36) |
| Magic | 10 (base 10) |
| Willpower | 14 (base 14) |
| Cunning | 16 (base 10) |
Resources
| Life | -77/530 |
| Stamina | 159/168 |
| Healing Factor | 1.2 |
| Regeneration | 2.34 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -50% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
Offense: Mainhand
| Damage | 86 |
| Accuracy | 42 |
| Crit Chance | 11% |
| APR | 21 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 16.2 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +4% |
| Physical | +4% |
| Light | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 46.8 (90%) |
| Defense | 21.6 |
| Ranged Defense | 21.6 |
| Fatigue | 29 |
| Physical Save | 23.825 |
| Spell Save | 23.2 |
| Mental Save | 21.75 |
Defense: Resistances
| Mind | + 14%( 70%) |
| Light | + 32%( 70%) |
| Cold | + 10%( 70%) |
| All | + 3%( 70%) |
Defense: Immunities
| Knockback Resistance | 40% |
| Confusion Resistance | 22% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 152 life over 5 turns. Its effects scale with your Willpower stat. |
| 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 228 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 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 29% for 4 turns. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Two-handed weapons | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed maiming | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.50 |
| 1/5 |
| 4/5 |
| 2/5 |
| 4/5 |
| 0/5 |
Effects
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The target is stunned, reducing damage by 70%, putting random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
| beneficial effect | You gain 7% resistance against cold. Resolve |
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 |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you gained talent category Technique / Mobility (at mastery 0.80). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved Strength by +2. | done |
You failed to protect the lost warrior from death by shadow. Escort: lost warrior (level 3 of Old Forest) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you improved spell save by +4. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'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 |
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. You have been shown a secret entrance to his stronghold. | active |
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 serendipity. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 within6 lumberjacks have died. | done |
Equipment
| Quiver | barbed pouch of steel shots of annihilation (18/18, 21-25.2 power, 6 apr) barbed pouch of steel shots of annihilation (18/18, 21-25.2 power, 6 apr)Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 21.0 - 25.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Armour Penetration: +6 Physical crit. chance: +7.5% Capacity: 18 Special effect when this weapon crits: wounds the target Travel speed: +200% Damage when this weapon hits(ranged): +7 bleed Shots are used with slings to pummel your foes to death. |
| On hands | sand rough leather gloves of dexterity (+3) (0 def, 7 armour) sand rough leather gloves of dexterity (+3) (0 def, 7 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 Armour: +7 Changes stats: +3 Dex Damage when the wearer hits(melee): 5 physical Changes damage: +4% physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | iron helm of strength (+3) (0 def, 3 armour) iron helm of strength (+3) (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Str A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | marksman's gold ring of life marksman's gold ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 Changes stats: +5 Dex Life regen: +0.70 Maximum life: +40.00 Healing mod.: +10% Rings can have magical properties. |
| On fingers | savage's steel ring of pilfering savage's steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +4 Defense: +4 Changes stats: +2 Con Spell save: +6 Maximum stamina: +13.00 It can be used to activate talent Disengage, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: 7.00 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
| Around neck | clarifying copper amulet of cunning (+3) clarifying copper amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Changes resistances: +11% mind Confusion immunity: +22% Amulets can have magical properties. |
| In main hand | inquisitor's dwarven-steel greatmaul of ruin (41-61.5 power, 2 apr) inquisitor's dwarven-steel greatmaul of ruin (41-61.5 power, 2 apr)Requires: - Strength 24 Infused by arcane disrupting forces Crafted by a master 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 41.0 - 61.5 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% Special effect when this weapon crits: burns latent spell energy Damage when this weapon hits: +29 manaburn When wielded/worn: Armour penetration: +10 Physical crit. chance: +8.0% Critical mult.: +16.00% Massive two-handed maul. |
| Main armor | dwarven-steel plate armour of command (15 def, 16 armour) dwarven-steel plate armour of command (15 def, 16 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +16 Defense: +15 Fatigue: +24% Changes stats: +3 Cun Mental save: +13 A suit of armour made of metal plates. |
| Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| Around waist | Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 2 It is part of a set of items. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Inventory
titan's wild infusion (resist 15%; cure magical) titan's wild infusion (resist 15%; cure magical)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: 15 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical effects and reduce all damage taken by 15% for 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. |
Newly picked up warrior's teleportation rune (range 61)warrior's teleportation rune (range 61) 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: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 61 with a minimum range of 15. Its effects scale with your Strength 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. |
steel battleaxe of daylight (15-22.5 power, 2 apr) steel battleaxe of daylight (15-22.5 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: 15.0 - 22.5 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% Damage when this weapon hits: +11 light Damage against: +9% Undead Massive two-handed battleaxes. |
steel dagger of projection (8.5-11.05 power, 6 apr) steel dagger of projection (8.5-11.05 power, 6 apr)Requires: - Dexterity 16 Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 8.5 - 11.1 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage when this weapon hits: +4 mind 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. |
Beredorion (19-30.4 power, 2 apr) Beredorion (19-30.4 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 19.0 - 30.4 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +12% arcane Life regen: +0.80 Effect duration reduction after a teleport: +40% Massive two-handed swords. |
hateful steel greatsword of crippling (21.5-34.4 power, 2 apr) hateful steel greatsword of crippling (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. 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 Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% Special effect when this weapon crits: cripple the target Damage when this weapon hits: +8 darkness Damage against: +11% Humanoid When wielded/worn: Physical crit. chance: +8.0% Massive two-handed swords. |
Charglean (14.5-20.3 power, 3 apr) Charglean (14.5-20.3 power, 3 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 14.5 - 20.3 Uses stat: 100% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Wil Changes damage: +12% fire Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +14 Blunt and deadly. |
Delyderak (15-18 power, 3 apr, fire damage) Delyderak (15-18 power, 3 apr, fire 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: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Fire Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Damage when this weapon hits: +8 temporal Burst (radius 2) on crit: +12 mind When wielded/worn: Damage when the wearer hits(melee): 4 mind Damage when the wearer is hit: 12 mind Changes damage: +15% fire Talent granted: +1 Command Staff Spellpower: +6 Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
Dourdare (15-18 power, 3 apr, darkness damage) Dourdare (15-18 power, 3 apr, darkness 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: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Darkness Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Damage when this weapon hits: +16 darkness Burst (radius 1) on hit: +12 darkness When wielded/worn: Changes damage: +30% darkness / +12% arcane Talent granted: +1 Command Staff Spellpower: +6 Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
earthen ash magestaff of fate (15-18 power, 3 apr, cold damage) earthen ash magestaff of fate (15-18 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: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Cold Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +2 Changes damage: +15% cold Talent granted: +1 Command Staff Physical save: +7 Spell save: +3 Mental save: +2 Spellpower: +6 Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
earthen ash magestaff of power (15-18 power, 3 apr, cold damage) earthen ash magestaff of power (15-18 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: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Cold Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +3 Changes damage: +15% cold Talent granted: +1 Command Staff Physical save: +4 Spellpower: +11 Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
shimmering ash magestaff of projection (15-18 power, 3 apr, cold damage) shimmering ash magestaff of projection (15-18 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: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Cold Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% cold Talent granted: +1 Command Staff Maximum mana: +30.00 Spellpower: +6 Spell crit. chance: +2% It can be used to projects a bolt from the staff, placing all other charms into a 5 cooldown. Staves designed for wielders of magic, by the greats of the art. |
blue-steel trident of purging (12.5-20 power, 8 apr) blue-steel trident of purging (12.5-20 power, 8 apr)Requires: - Strength 16 Infused by arcane disrupting forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 2 It must be held with both hands. Base power: 12.5 - 20.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +8 Physical crit. chance: +2.0% Attack speed: 100% Special effect when this weapon hits: 25% chance to remove a magical effect Damage when this weapon hits: +6 nature A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Newly picked up arcing steel waraxe of massacre (16-22.4 power, 3 apr)arcing steel waraxe of massacre (16-22.4 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 16.0 - 22.4 Uses stat: 100% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% Special effect when this weapon hits: 25% chance for lightning to arc to a second target Damage when this weapon hits: +5 lightning One-handed war axes. |
impenetrable steel mail armour of cold resistance (2 def, 13 armour) impenetrable steel mail armour of cold resistance (2 def, 13 armour)Requires: - Strength 20 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +13 Defense: +2 Fatigue: +14% Changes resistances: +16% cold A suit of armour made of mail. |
Newly picked up steel mail armour of resilience (2 def, 6 armour)steel mail armour of resilience (2 def, 6 armour) Requires: - Strength 20 - Talent Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 Fatigue: +14% Maximum life: +28.00 A suit of armour made of mail. |
prismatic steel plate armour of fire resistance (4 def, 9 armour) prismatic steel plate armour of fire resistance (4 def, 9 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 Fatigue: +22% Changes resistances: +16% fire / +12% darkness / +11% light A suit of armour made of metal plates. |
steel plate armour of the dragon (4 def, 9 armour) steel plate armour of the dragon (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: +2 Str / +2 Con Changes resistances: +6% physical / +6% fire / +6% cold / +7% lightning / +6% acid Talent cooldown: Rush (-5 turns) Disarm immunity: +22% Stun/Freeze immunity: +23% Knockback immunity: +20% A suit of armour made of metal plates. |
arcing quiver of ash arrows of paradox (9/9, 18-25.2 power, 7 apr) arcing quiver of ash arrows of paradox (9/9, 18-25.2 power, 7 apr)Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 18.0 - 25.2 Uses stats: 70% Dex, 50% Str Damage type: Physical Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 9 Special effect when this weapon hits: 25% chance for lightning to arc to a second target Damage when this weapon hits(ranged): +5 lightning / +6 % chance to confuse / +7 temporal Arrows are used with bows to pierce your foes to death. |
Newly picked up insidious quiver of ash arrows (9/9, 21-29.4 power, 7 apr)insidious quiver of ash arrows (9/9, 21-29.4 power, 7 apr) Requires: - Dexterity 16 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 21.0 - 29.4 Uses stats: 70% Dex, 50% Str Damage type: Physical Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 9 Damage when this weapon hits(ranged): +10 insidious poison Arrows are used with bows to pierce your foes to death. |
Newly picked up quick-loading quiver of ash arrows of crippling (8/8, 16.5-23.1 power, 7 apr)quick-loading quiver of ash arrows of crippling (8/8, 16.5-23.1 power, 7 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 16.5 - 23.1 Uses stats: 70% Dex, 50% Str Damage type: Physical Armour Penetration: +7 Physical crit. chance: +6.5% Capacity: 8 Special effect when this weapon crits: cripple the target When wielded/worn: Ammo reloads per turns: +2 Arrows are used with bows to pierce your foes to death. |
47 alchemist agate 47 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
topaz 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. |
Orb of Scrying Orb of ScryingPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: It can be used to use the orb, costing 1 power out of 1/1. This orb was given to you by Elisa the Halfling scryer. It will automatically identify normal and rare items for you and can be activated to contact Elisa for rarer items. |
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. |
Stormtooth (21/21, 20-24 power, 2 apr) Stormtooth (21/21, 20-24 power, 2 apr)Requires: - Dexterity 16 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 20.0 - 24.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 21 Damage when this weapon hits(ranged): +12 acid Burst (radius 2) on crit: +12 lightning / +12 acid Damage conversion: 30% acid Shots are used with slings to pummel your foes to death. |
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. |
Achievements
Antimagic!
Completed antimagic training in the Ziguranth camp.By Pudgerro the Cornac Berserker level 14
53rd Regrowth 123rd year of Ascendancy at 13:55 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Pudgerro the Cornac Berserker level 12
65th Dusk 122nd year of Ascendancy at 17:09 see stats
Exterminator
Killed 1000 creatures.By Pudgerro the Cornac Berserker level 16
41st Pyre 123rd year of Ascendancy at 01:07 see stats
Level 10
Got a character to level 10.By Pudgerro the Cornac Berserker level 10
6th Flare 122nd year of Ascendancy at 21:52 see stats
The Arena
Unlocked Arena mode.By Pudgerro the Cornac Berserker level 8
8th Mirth 122nd year of Ascendancy at 11:47 see stats
The secret city
Discovered the truth about mages.By Pudgerro the Cornac Berserker level 11
12nd Dusk 122nd year of Ascendancy at 10:12 see stats
Log
Pudgerro is invigorated by the attack!
Pudgerro hits snow giant chieftain for 31 physical, 0 arcane, 2 physical damage (total 31.95).
Snow giant chieftain hits Pudgerro for 7 cold damage.
Snow giant chieftain stops regenerating health quickly.
Pudgerro is invigorated by the attack!
Snow giant chieftain hits Pudgerro for 3 physical, 10 cold damage (total 11.57).
Pudgerro hits snow giant chieftain for 5 blight damage.
Pudgerro performs a critical strike!
Pudgerro is invigorated by the attack!
Pudgerro hits snow giant chieftain for 48 physical, 0 arcane, 2 physical damage (total 48.90).
Snow giant chieftain hits Pudgerro for 7 cold damage.
Snow giant chieftain misses Pudgerro.
Pudgerro is invigorated by the attack!
Pudgerro hits snow giant chieftain for 28 physical, 0 arcane, 2 physical damage (total 29.20).
Snow giant chieftain hits Pudgerro for 7 cold damage.
Snow giant chieftain uses Knockback.
Snow giant chieftain misses Pudgerro.
Pudgerro is invigorated by the attack!
Pudgerro hits snow giant chieftain for 25 physical, 0 arcane, 2 physical damage (total 26.21).
Snow giant chieftain hits Pudgerro for 7 cold damage.
Pudgerro feels pain again.
Pudgerro has finished recovering.
Pudgerro is invigorated by the attack!
Snow giant thunderer casts Lightning.
Saving done.
Saving done.
Saving game...
