Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Items Vault 1.3.0Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Brawler |
| Level / Exp | 19 / 6% |
| Size | medium |
| Lifes / Deaths | Killed by Xynne the dreaming brown bear at level 9 on the 4th Dusk 122nd year of Ascendancy at 01:08 1 / 4Killed by Achgan the human at level 9 on the 18th Dusk 122nd year of Ascendancy at 19:01 Killed by Aeremira the degenerated skeleton warrior at level 9 on the 23rd Dusk 122nd year of Ascendancy at 17:54 Killed by Aerygath the dire wolf at level 19 on the 56th Dusk 122nd year of Ascendancy at 09:43 |
Primary Stats
| Strength | 33 (base 23) |
| Dexterity | 44 (base 39) |
| Constitution | 27 (base 12) |
| Magic | 10 (base 10) |
| Willpower | 10 (base 10) |
| Cunning | 42 (base 35) |
Resources
| Life | 591/591 |
| Stamina | 154/154 |
| Healing Factor | 1.13 |
| Regeneration | 5.64126959741 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Barehand
| Damage | 57 |
| Accuracy | 53 |
| Crit Chance | 25% |
| APR | 17 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 14 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21.9 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 17 (30%) |
| Defense | 30.766620585197 |
| Ranged Defense | 30.766620585197 |
| Fatigue | 8 |
| Physical Save | 34 |
| Spell Save | 16.9 |
| Mental Save | 27.6 |
Defense: Resistances
| All | + 4%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 32% |
| Bleed Resistance | 40% |
| Stun Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 251 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 103 and cleanse 1 wound and poison effect. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 182 damage for 4 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Cunning / Tactical | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Grappling | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Pugilism | 1.30 |
| 4/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Technique / Combat veteran | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 3/5 |
| Technique / Combat training | 1.10 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Field control | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.10 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
| beneficial effect | Countering melee attacks: Has a 16% chance to get an automatic counter attack when avoiding a melee attack. (1.6 counters remaining) Counter Attacking |
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 |
You failed to protect the lone alchemist from death by Eluldavena the large brown snake. Escort: lone alchemist (level 1 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
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 talent Foresight (+1 level(s)). | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * 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. | 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 focus. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed skeleton mage skull. * You've found the needed snow giant kidney. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed xorn fragment. * You've found the needed length of troll intestine. | 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 |
Equipment
| On feet | Galeidol (0 def, 1 armour) Galeidol (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 15% chance to daze Changes resistances: +9% lightning / +3% fire Spellpower: +4 (+4 eff.) A pair of boots made of leather. |
| On hands | steady dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour) steady dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +19 (+6 eff.) Armour: +2 Changes stats: +3 Dex Physical save: +6 (+3 eff.) Mental save: +7 (+4 eff.) Disarm immunity: +32% When used to modify unarmed attacks: Power: 122% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +13 Armour Penetration: +9 Physical crit. chance: +15.0% Attack speed: 125% When this weapon hits: Perfect Control (10% chance level 3). Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | linen wizard hat 'Mayulle' (1 def, 0 armour) linen wizard hat 'Mayulle' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +6% lightning / +6% temporal / +3% darkness Physical save: +9 (+4 eff.) Only die when reaching: -60.00 life A pointy cloth hat, very wizardly... |
| Tool | Salomigada the Strikehue [power 45] (34 cooldown) Salomigada the Strikehue [power 45] (34 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * 15% chance to daze Damage when hit (Melee): 4 blight Changes resistances: +3% blight Maximum wards: +1 acid / +2 nature / +2 light Changes resistances penetration: +10% lightning Changes damage: +3% blight Talent granted: +1 Ward It can be used to harden the skin for 7 turns increasing armour by 45 and armour hardiness by 40%, putting all charms on cooldown for 34 turns. When used: 100% chance to regenerate 8 equilibrium. Natural totems are made by powerful wilders to store nature power. |
| On fingers | steel ring 'Zanodig' steel ring 'Zanodig'Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +8 Defense: +14 (+7 eff.) Changes stats: +3 Cun Changes resistances: +20% acid / +3% fire / +6% darkness Changes damage: +10% acid It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
| On fingers | Isedanor the steel ring Isedanor the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 30% * 10 arcane resource burn Stun/Freeze immunity: +20% Life regen: +1.60 Rings can have magical properties. |
| Around neck | insulating steel amulet of healing insulating steel amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% fire / +11% cold Cut immunity: +40% Healing mod.: +13% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 161 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
| Main armor | cured leather armour 'Shadeweeper' (9 def, 14 armour) cured leather armour 'Shadeweeper' (9 def, 14 armour)Requires: - Strength 14 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Physical power: +2 (+1 eff.) Armour: +14 Defense: +9 (+4 eff.) Fatigue: +7% Damage (Melee): 6 fire Damage (Ranged): 5 fire Damage when hit (Melee): 4 physical Changes stats: +1 Cun / +2 Dex Changes resistances: +10% fire / +3% darkness / +16% physical Physical save: +12 (+6 eff.) Mental save: +10 (+5 eff.) A suit of armour made of leather. |
| Light source | scorching brass lantern of health scorching brass lantern of healthPowered by arcane forces Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 10 fire Changes resistances: +6% fire Maximum life: +40.00 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. |
| Cloak | Yarildil (2 def, 0 armour) Yarildil (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Cun Changes resistances: +6% acid Hate when firing a critical mind attack: +1.00 Maximum life: +36.00 Maximum hate: +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | rough leather belt 'Lustreshine' rough leather belt 'Lustreshine'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +1 Cun Critical mult.: +5.00% Hate when firing a critical mind attack: +2.00 Maximum life: +33.00 Light radius: +1 A belt that goes around your waist. |
Inventory
Primal Infusion (affinity 10%; cure magical, physical, mental) Primal Infusion (affinity 10%; cure magical, physical, mental)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 10% for 6 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion.. This wild infusion has evolved. |
healing infusion of the duelist (heal 141) healing infusion of the duelist (heal 141)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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 141 and cleanse 1 wound and poison effect. 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. |
wild infusion (resist 18%; cure magical, mental) wild infusion (resist 18%; cure magical, mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or mental effect and reduce all damage taken by 18% for 5 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the warrior (resist 16%; cure physical) wild infusion of the warrior (resist 16%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 16% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength 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. |
shielding rune (absorb 64 for 3 turns) shielding rune (absorb 64 for 3 turns)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: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 64 damage for 3 turns. 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. |
Hedunadin HedunadinInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +14% lightning / +3% light Cut immunity: +15% Stun/Freeze immunity: +26% Light radius: +3 Amulets can have magical properties. |
Ulfirab UlfirabInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Cun Changes resistances: +12% fire / +10% cold Grants telepathy: Dragon Amulets can have magical properties. |
copper amulet of healing copper amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Cut immunity: +50% Healing mod.: +11% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 186 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
gold amulet 'Lelatondur' gold amulet 'Lelatondur'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +6% darkness Changes resistances penetration: +5% acid Physical save: +13 (+6 eff.) Spell save: +17 (+10 eff.) Mental save: +15 (+8 eff.) Amulets can have magical properties. |
steel amulet 'Erelichak' steel amulet 'Erelichak'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Changes stats: +1 Str / +3 Mag Changes resistances: +5% arcane / +1% physical Talent mastery: +0.17 Technique / Combat techniques Life regen: +1.50 Amulets can have magical properties. |
Fuludrahek the steel ring Fuludrahek the steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Damage when hit (Melee): 8 arcane Changes damage: +3% blight Spellpower: +6 (+6 eff.) Mindpower: +6 (+3 eff.) Rings can have magical properties. |
Nerakira NerakiraPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +5 Dex / +5 Mag / +6 Wil / +5 Cun Changes resistances: +12% temporal Changes damage: +6% blight / +12% temporal Mana when firing critical spell: +4.00 Spellpower: +7 (+6 eff.) Rings can have magical properties. |
Ravenreeve RavenreeveCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +5 Dex / +5 Cun / +1 Con Changes resistances: +3% darkness See invisible: +6 Rings can have magical properties. |
Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+4 eff.) Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
savior's copper ring of sensing savior's copper ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +7 (+4 eff.) Spell save: +7 (+5 eff.) Mental save: +7 (+4 eff.) Blindness immunity: +21% Infravision radius: +3 See stealth: +6 See invisible: +5 Rings can have magical properties. |
steel ring steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. |
steel ring 'Ashrupture' steel ring 'Ashrupture'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 8 fire Changes stats: +2 Cun Silence immunity: +24% Mana each turn: +0.10 Mindpower: +2 (+1 eff.) Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. steel battleaxe (123% power, 2 apr)steel battleaxe (123% power, 2 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 123% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. steel dagger of projection (100% power, 6 apr)steel dagger of projection (100% power, 6 apr) Requires: - Dexterity 16 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 100% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +6 mind It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. Aeruriasenne the Galegash (148% power, 2 apr)Aeruriasenne the Galegash (148% power, 2 apr) Requires: - Strength 16 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 149% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% Burst (radius 1) on hit: +16 lightning When wielded/worn: Changes stats: +1 Cun Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. Dimripper the iron greatsword (109% power, 1 apr)Dimripper the iron greatsword (109% power, 1 apr) Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 109% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 10 arcane resource burn Damage (Melee): +16 insidious poison When wielded/worn: Changes resistances: +9% cold / +3% fire Changes damage: +9% darkness Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. balanced steel greatsword of persecution (125% power, 2 apr)balanced steel greatsword of persecution (125% power, 2 apr) Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 126% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% Damage against: +10% Unnatural When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +9 (+4 eff.) Changes stats: +3 Wil Disarm immunity: +32% Massive two-handed swords. |
Morningbolt the ash longbow Morningbolt the ash longbowRequires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 Burst (radius 1) on hit: +2 light When wielded/worn: Changes stats: +2 Dex / +2 Cun Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. hateful steel longsword (109% power, 3 apr)hateful steel longsword (109% power, 3 apr) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Power: 109% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +5 darkness Damage against: +9% Living Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. steel mace (108% power, 3 apr)steel mace (108% power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / mace ; tier 2 Power: 108% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% Blunt and deadly. |
The River's Fury (125% power, 8 apr) The River's Fury (125% power, 8 apr)Requires: - Strength 12 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 1 It must be held with both hands. Power: 126% Range: 1.4x Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +15 cold When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances: +10% cold Changes damage: +10% cold Spellpower: +10 (+8 eff.) Movement speed: +10% Talent on hit(spell): Glacial Vapour (20% chance level 1). It can be used to activate talent Tidal Wave (costing 80 power out of 80/80) : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing 1 per turn to a maximum eventual radius of 3, doing 4.45 cold damage and 4.45 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 3 turns. All creatures hit gain the wet effect which reduces their stun/freeze resistance by half of their value and interracts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
Manegen the hardened leather belt Manegen the hardened leather beltPowered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Wil / +8 Mag Physical save: +7 (+4 eff.) Mana each turn: +0.16 Maximum mana: +37.00 Spellpower: +4 (+4 eff.) Spell crit. chance: +6% Mindpower: +6 (+3 eff.) Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% A belt that goes around your waist. |
blurring rough leather belt of resilience blurring rough leather belt of resilienceInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+4 eff.) Stealth bonus: +5 Maximum life: +32.00 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. linen cloak (1 def, 0 armour)linen cloak (1 def, 0 armour) 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of Iron Throne (1 def, 0 armour) linen cloak of Iron Throne (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Str / +2 Con A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Emeladawen the pair of rough leather boots (0 def, 1 armour) Emeladawen the pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Damage when hit (Melee): 16 blight Maximum encumbrance: +23 Physical save: +6 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +2 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. iron gauntlets (0 def, 1 armour)iron gauntlets (0 def, 1 armour) Requires: - Talent Armour Training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 When used to modify unarmed attacks: Power: 102% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.0% Attack speed: 125% Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves of magic (+3) (0 def, 1 armour) rough leather gloves of magic (+3) (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Mag Changes damage: +4% arcane When used to modify unarmed attacks: Power: 90% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 167% Damage (Melee): +5 arcane Burst (radius 2) on crit: +5 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves of strength (+3) (0 def, 1 armour) rough leather gloves of strength (+3) (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +1 Changes stats: +3 Str When used to modify unarmed attacks: Power: 101% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 167% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady hardened leather gloves of strength (+2) (0 def, 2 armour) steady hardened leather gloves of strength (+2) (0 def, 2 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Physical power: +7 (+2 eff.) Armour: +2 Changes stats: +2 Str Physical save: +6 (+3 eff.) Mental save: +7 (+4 eff.) Disarm immunity: +21% When used to modify unarmed attacks: Power: 124% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +7 Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 167% When this weapon hits: Perfect Control (10% chance level 3). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
insulating rough leather cap of strength (+3) (0 def, 1 armour) insulating rough leather cap of strength (+3) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str Changes resistances: +7% fire / +6% cold A cap made of leather. |
iron helm of dexterity (+3) (0 def, 3 armour) iron helm of dexterity (+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 Dex A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stabilizing iron helm of the depths (0 def, 3 armour) stabilizing iron helm of the depths (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +6% cold Allows you to breathe in: water Physical save: +12 (+6 eff.) 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. dwarven-steel mail armour of clarity (3 def, 8 armour)dwarven-steel mail armour of clarity (3 def, 8 armour) Requires: - Strength 28 - Talent Armour Training Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+2 eff.) Fatigue: +16% Changes resistances: +6% mind Mental save: +12 (+6 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. rejuvenating cured leather armour (2 def, 4 armour)rejuvenating cured leather armour (2 def, 4 armour) Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Life regen: +2.20 Stamina each turn: +0.60 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. deflecting iron shield (9 def, 2 armour, 20 block)deflecting iron shield (9 def, 2 armour, 20 block) Requires: - Strength 11 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +9 (+4 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +6% Talent granted: +1 Block Deflect projectiles away: +6% Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. flaming dwarven-steel shield of lightning resistance (+15%) (8 def, 2 armour, 83.5 block)flaming dwarven-steel shield of lightning resistance (+15%) (8 def, 2 armour, 83.5 block) Requires: - Strength 24 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +12% Damage (Melee): 6 fire Damage when hit (Melee): 13 fire Changes resistances: +15% lightning Talent granted: +3 Block Handheld deflection devices. |
3 agate 3 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
228 alchemist agate 228 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. |
2 aquamarine 2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal 5 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe 'Hettasagar' (dig speed 38 turns) iron pickaxe 'Hettasagar' (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Str Changes resistances penetration: +5% acid / +10% temporal Changes damage: +3% acid When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mucuswedge MucuswedgeInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Changes resistances: +9% darkness Changes resistances penetration: +5% nature Physical save: +6 (+3 eff.) Light radius: +2 Healing mod.: +11% 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. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 6 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 21% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
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 after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification 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 are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Keleg [power 22] (30 cooldown) Keleg [power 22] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes stats: +1 Str / +2 Dex / +1 Mag Infravision radius: +2 It can be used to teleport randomly (rad 22), putting all charms on cooldown for 30 turns. When used: 100% chance to regenerate 2 hate. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level. forceful ash totem of thorny skin [power 29] (20 cooldown)forceful ash totem of thorny skin [power 29] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to harden the skin for 7 turns increasing armour by 29 and armour hardiness by 40%, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 4 stamina. Natural totems are made by powerful wilders to store nature power. |
tentacled ash totem of cure ailments [power 2] (10 cooldown) tentacled ash totem of cure ailments [power 2] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle It can be used to remove up to 2 poisons or diseases from a target within range 6 (Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
4 amethyst 4 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% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
arcane ash wand of clairvoyance [power 10] (6 cooldown) arcane ash wand of clairvoyance [power 10] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 10), putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 5 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine 2 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon 3 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Fist of North Star the Cornac Brawler level 10
23rd Dusk 122nd year of Ascendancy at 19:02 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Fist of North Star the Cornac Brawler level 6
8th Flare 122nd year of Ascendancy at 06:03 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Fist of North Star the Cornac Brawler level 15
46th Dusk 122nd year of Ascendancy at 02:01 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Fist of North Star the Cornac Brawler level 18
51st Dusk 122nd year of Ascendancy at 14:28 see stats
Log
Grappled from Fist of North Star hits Aerygath the dire wolf for 41 physical damage.
Large white snake misses Fist of North Star.
Aerygath the dire wolf uses Bear Trap.
Aerygath the dire wolf performs a melee critical strike against Fist of North Star!
Grappling hits Aerygath the dire wolf for 17 physical, 3 physical (20 total damage).
Fist of North Star hits Aerygath the dire wolf for 3 physical, 2 light, 4 blight, 9 fire, 3 physical, 2 light, 4 blight, 9 fire (38 total damage).
Aerygath the dire wolf hits Fist of North Star for (10 resist armour), 67 physical, (slow 5%), (10 resist armour), 14 physical (81 total damage).
Fist of North Star the level 19 cornac brawler was shattered to death by Aerygath the dire wolf on level 3 of Old Forest.
You have 1 life(s) left.
Fist of North Star is no longer poisoned.
Fist of North Star has released the hold.
Fist of North Star deactivates Striking Stance.
Fist of North Star speeds up.
Fist of North Star deactivates Chant of Fortitude.
Fist of North Star has finished recovering.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Aerygath the dire wolf killed Fist of North Star!
Saving done.
Talent Infusion: Wild is ready to use.
Talent Clinch is ready to use.
Talent Rune: Shielding is ready to use.
Talent Infusion: Healing is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Chant of Fortitude is ready to use.
Talent Striking Stance is ready to use.
Talent Axe Kick is ready to use.
Talent Vitality is ready to use.
