Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.4 |
| Addons | More Taints 1.0.4 Stone Wardens DLC Class 1.0.3 Arcanum Class Pack 1.0.4 Druid Class 1.0.4 Werebeast Class 1.0.4 Items Vault 1.0.3 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Arcane Blade |
| Level / Exp | 30 / 98% |
| Size | medium |
| Lifes / Deaths | Killed by gigantic corrosive tunneler at level 18 on the 53rd Haze 122nd year of Ascendancy at 10:21 0 / 7Killed by skeleton mage at level 23 on the 37th Regrowth 123rd year of Ascendancy at 19:56 Killed by white jelly at level 23 on the 38th Regrowth 123rd year of Ascendancy at 01:16 Killed by ghoulking at level 23 on the 38th Regrowth 123rd year of Ascendancy at 10:45 Killed by The Master at level 26 on the 77th Regrowth 123rd year of Ascendancy at 12:07 Killed by Poryvea the spitting spider at level 27 on the 3rd Pyre 123rd year of Ascendancy at 01:19 Killed by orc blood mage at level 30 on the 38th Pyre 123rd year of Ascendancy at 01:23 |
Primary Stats
| Strength | 48 (base 29) |
| Dexterity | 24 (base 10) |
| Constitution | 44 (base 35) |
| Magic | 64 (base 32) |
| Willpower | 30 (base 10) |
| Cunning | 61 (base 46) |
Resources
| Life | -107/810 |
| Mana | 157/195 |
| Stamina | 174/197 |
| Healing Factor | 1 |
| Regeneration | 0.25 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 76 |
| Accuracy | 44 |
| Crit Chance | 68% |
| APR | 19 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 53.991666666667 |
| Crit Chance | 46% |
| Speed | 1 |
Offense: Mind
| Mindpower | 38.2 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +6% |
| Lightning | +9% |
| Light | +7% |
| Darkness | +21% |
| Blight | +5% |
| Fire | +9% |
| Cold | +15% |
| All | 0% |
Offense: Damage Penetration
| Mind | +5% |
Defense: Base
| Armour (hardiness) | 40.24 (63%) |
| Defense | 23.95 |
| Ranged Defense | 27.95 |
| Fatigue | 48 |
| Physical Save | 31.1 |
| Spell Save | 29.95 |
| Mental Save | 36.925 |
Defense: Resistances
| Acid | -1%( 70%) |
| Physical | -1%( 70%) |
| Cold | + 21%( 70%) |
| All | -10%( 70%) |
| Darkness | + 31%( 70%) |
| Temporal | + 2%( 70%) |
| Lightning | + 10%( 70%) |
| Fire | -1%( 70%) |
| Nature | + 1%( 70%) |
Defense: Immunities
| Stun Resistance | 21% |
| Bleed Resistance | 0% |
| Confusion Resistance | 13% |
| Disarm Resistance | 29% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 24% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, physical effects and reduce all damage taken by 16% for 4 turns. |
| 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 245 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 726% over 10 turns and instantly restoring 36 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 328 damage for 5 turns. Its effects scale with your Willpower stat. |
Class Talents
| Spell / Air | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Enhancement | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Magical combat | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Spell / Earth | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.20 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Stone | 1.10 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Celestial / Light | 0.90 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 4/5 |
| 3/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Spell / Conveyance | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.10 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Arcane Feed |
| talent | Inner Power |
| talent | Arcane Combat |
| talent | Shock Hands |
| talent | Arcane Shield |
| talent | Fiery Hands |
| beneficial effect | The mana surge engulfs the target, regenerating 8.41 mana per turn. Surging mana |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| detrimental effect | The target is cursed, reducing all resistances by 22%. Curse of Vulnerability |
| detrimental effect | The target is on fire, taking 51.72 fire damage per turn. Burning |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Magic by +2. | done |
You failed to protect the lone alchemist from death by snow giant thunderer. Escort: lone alchemist (level 1 of Daikara) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +2. | done |
You failed to protect the lost sun paladin from death by giant brown ant. Escort: lost sun paladin (level 2 of Old Forest) | failed |
You failed to protect the lost warrior from death by Lisywen the armoured skeleton warrior. Escort: lost warrior (level 3 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: worried loremaster (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Cunning by +2. | done |
You failed to protect the worried loremaster from death by skeleton warrior. Escort: worried loremaster (level 8 of Dreadfell) | 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 Minotaur. * 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 |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | 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. * You have upgraded your rod of recall to transport you to the fortress. * 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: 178. | 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. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Stire of Derth. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of the savior. You have aided Agrimley the hermit in creating an elixir of explosive force. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope has completed an elixir of foundations without your aid. | done |
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! | 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 within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
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. 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. |
| Light source | alchemist's lamp of the sun alchemist's lamp of the sunPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +7% darkness Changes damage: +7% light Light radius: +5 It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 4, blinding your foes for 6 turns and lighting up your immediate area (radius 8). At level 3 it will also do 43.90 light damage within radius 4. The damage done will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Isykira the Thunderwend (0 def, 5 armour) Isykira the Thunderwend (0 def, 5 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +7 Str / +7 Dex / +3 Mag / +4 Wil / +4 Cun Damage when the wearer is hit: 8 lightning / 4 arcane Changes resistances: +11% lightning / +11% temporal Spellpower: +2 Mindpower: +4 Resist all after a teleport: +4% A cap made of leather. |
| On hands | alchemist's hardened leather gloves of war-making (0 def, 2 armour) alchemist's hardened leather gloves of war-making (0 def, 2 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Armour: +2 Changes stats: +2 Wil / +3 Mag Damage when the wearer hits(melee): 5 fire / 5 cold / 5 lightning / 4 acid Critical mult.: +11.00% Spell crit. chance: +11% Mental crit. chance: +8% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Darkseam of psychoportation [power 34] (14/30 cooldown) Darkseam of psychoportation [power 34] (14/30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Damage when the wearer hits(melee): 2 mind Changes resistances: +6% darkness Changes resistances penetration: +5% mind Changes damage: +6% mind / +9% darkness It can be used to teleport randomly (rad 34), placing all other charms into a 30 cooldown. Torques are made by powerful psionics to store psionic powers. |
| On fingers | conjurer's gold ring conjurer's gold ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Wil / +5 Mag Spellpower: +7 Rings can have magical properties. |
| On fingers | savior's gold ring of darkness (+24%) savior's gold ring of darkness (+24%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +24% darkness Changes damage: +12% darkness Physical save: +5 Spell save: +7 Mental save: +5 Rings can have magical properties. |
| Around neck | mindweaver's steel amulet of magic (+2) mindweaver's steel amulet of magic (+2)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Cun / +4 Mag Mental save: +7 Confusion immunity: +13% Mindpower: +7 Amulets can have magical properties. |
| In main hand | Corpathus (40-56 power, 12 apr) Corpathus (40-56 power, 12 apr)Requires: - Strength 40 Crafted by a master Powered by unknown forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Armour Penetration: +12 Physical crit. chance: +30.0% Attack speed: 100% Special effect when this weapon crits: grows in power Special effect when this weapon kills: grows dramatically in power Damage when this weapon hits: +18 drain life When wielded/worn: Changes damage: +5% blight Critical mult.: +48.00% Cut immunity: -25% Maximum vim: +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
| Around waist | spiritwalker's hardened leather belt of valiance spiritwalker's hardened leather belt of valiancePowered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Wil / +3 Mag Mental save: +5 Mana each turn: +0.23 Maximum life: +52.00 Maximum mana: +26.00 A belt that goes around your waist. |
| In off hand | reinforced dwarven-steel shield of displacement (16 def, 9 armour, 28 dam, 113.5 block) reinforced dwarven-steel shield of displacement (16 def, 9 armour, 28 dam, 113.5 block)Requires: - Strength 24 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 28.0 - 33.6 Uses stat: 100% Str Damage type: Physical Physical crit. chance: +3.5% Block value: +114 Damage when this weapon hits: +15 arcane When wielded/worn: Armour: +9 Defense: +16 Ranged Defense: +8 Fatigue: +12% Changes stats: +2 Mag Talent granted: +3 Block It can be used to activate talent Displacement Shield, placing all other charms into a 40 cooldown : Effective talent level: 3.6 Power cost: 40 out of 40/40. Range: 8.00 Travel Speed: instantaneous Is: a spell Description: This intricate spell erects a space distortion around the caster that is linked to another distortion, placed around a target. Any time the caster should take damage, there is a 58% chance that it will instead be warped by the shield and hit the designated target. Once the maximum damage (314) is absorbed, the time runs out (20 turns), or the target dies, the shield will crumble. The max damage the shield can absorb will increase with your Spellpower. Handheld deflection devices |
| Cloak | linen cloak of implacability (1 def, 0 armour) linen cloak of implacability (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Physical save: +5 Mental save: +5 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | dwarven-steel plate armour of the dragon (5 def, 11 armour) dwarven-steel plate armour of the dragon (5 def, 11 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 Fatigue: +24% Changes stats: +2 Str / +3 Con Changes resistances: +8% physical / +8% fire / +8% cold / +7% lightning / +8% acid Talent cooldown: Rush (-5 turns) Disarm immunity: +29% Stun/Freeze immunity: +21% Knockback immunity: +24% A suit of armour made of metal plates. |
Inventory
heroism infusion of the warrior (+12 for 8 turns, die at -338) heroism infusion of the warrior (+12 for 8 turns, die at -338)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 12 for 8 turns. Also while Heroism is active, you will only die when reaching -338 life. However, when below 0 you cannot see how much life you have left, and you will die if you did not heal before the effect ends. It will always increase your three highest stats. 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. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score |
steel amulet of constitution (+4) steel amulet of constitution (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Con Amulets can have magical properties. |
Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +6% nature / +4% physical Physical save: +8 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. |
titan's steel ring of fire (+22%) titan's steel ring of fire (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +22% fire Changes damage: +11% fire Physical save: +6 Rings can have magical properties. |
warrior's gold ring of tenacity warrior's gold ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Str Disarm immunity: +26% Pinning immunity: +22% Knockback immunity: +30% Rings can have magical properties. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% nature / +20% cold / +20% blight Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Spellhunt Remnants (1 def, 2 armour) Spellhunt Remnants (1 def, 2 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Spell save: +4 Mindpower: +4 Mental crit. chance: +1% It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
radiant dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour) radiant dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +16 Armour: +2 Changes stats: +3 Dex Damage when the wearer hits(melee): 9 light Changes resistances: +6% light Changes damage: +4% light Metal gloves protecting the hands up to the middle of the lower arm. |
Helm of the Dwarven Emperors (0 def, 6 armour) Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +4 Mag / +3 Wil Changes damage: +8% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +1 It can be used to activate talent Sun Flare (costing 30 power out of 30/30) : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 4, blinding your foes for 6 turns and lighting up your immediate area (radius 8). At level 3 it will also do 43.90 light damage within radius 4. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
dwarven-steel helm of constitution (+4) (0 def, 4 armour) dwarven-steel helm of constitution (+4) (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: +4 Con A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
enlightening dwarven-steel mail armour of the deep (3 def, 11 armour) enlightening dwarven-steel mail armour of the deep (3 def, 11 armour)Requires: - Strength 28 - Talent Armour Training Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +11 Defense: +3 Fatigue: +16% Changes stats: +1 Cun / +2 Wil Changes resistances: +7% cold / +7% acid Allows you to breathe in: water Mental save: +16 A suit of armour made of mail. |
voratun plate armour 'Xanalle' (9 def, 16 armour) voratun plate armour 'Xanalle' (9 def, 16 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 Fatigue: +26% Damage when the wearer is hit: 17 physical Changes resistances: +24% lightning Changes resistances penetration: +5% arcane Changes damage: +3% mind Critical mult.: +10.00% Life regen: +1.50 Equilibrium when hit: +0.04 Psi when hit: +0.12 Hate when firing a critical mind attack: +1.00 Maximum life: +63.00 Healing mod.: +29% A suit of armour made of metal plates. |
onyx 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. |
Fossicker's Chisel (dig speed 50 turns) Fossicker's Chisel (dig speed 50 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical crit. chance: +10.0% Talent masteries: +0.20 Spell / Stone alchemy +0.20 Wild-gift / Minerals It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. A small chisel, used by those looking for gems. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
emerald 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. |
Treedredge TreedredgeInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances penetration: +10% nature Maximum life: +10.00 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. |
burglar's alchemist's lamp of the forge burglar's alchemist's lamp of the forgeCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +6 Cun Damage when the wearer hits(melee): 14 dreamforge Damage when the wearer is hit: 15 dreamforge Light radius: +1 Infravision radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once(also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, 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. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Lyianev the Cornac Arcane Blade level 26
1st Time of Balance 123rd year of Ascendancy at 01:07 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Lyianev the Cornac Arcane Blade level 21
21st Regrowth 123rd year of Ascendancy at 00:16 see stats
Arachnophobia
Destroyed the spydric menace.By Lyianev the Cornac Arcane Blade level 30
19th Pyre 123rd year of Ascendancy at 20:56 see stats
Brave new world
Went to the Far East and took part in the war.By Lyianev the Cornac Arcane Blade level 29
15th Pyre 123rd year of Ascendancy at 00:00 see stats
Bringer of Doom
Killed a Bringer of Doom.By Lyianev the Cornac Arcane Blade level 18
53rd Haze 122nd year of Ascendancy at 20:06 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Lyianev the Cornac Arcane Blade level 12
19th Dusk 122nd year of Ascendancy at 01:42 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Lyianev the Cornac Arcane Blade level 28
10th Pyre 123rd year of Ascendancy at 19:53 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By Lyianev the Cornac Arcane Blade level 20
8th Decay 122nd year of Ascendancy at 11:37 see stats
Exterminator
Killed 1000 creatures.By Lyianev the Cornac Arcane Blade level 19
6th Decay 122nd year of Ascendancy at 02:26 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Lyianev the Cornac Arcane Blade level 21
20th Regrowth 123rd year of Ascendancy at 21:14 see stats
Level 10
Got a character to level 10.By Lyianev the Cornac Arcane Blade level 10
4th Flare 122nd year of Ascendancy at 14:59 see stats
Level 20
Got a character to level 20.By Lyianev the Cornac Arcane Blade level 20
7th Decay 122nd year of Ascendancy at 21:00 see stats
Level 30
Got a character to level 30.By Lyianev the Cornac Arcane Blade level 30
15th Pyre 123rd year of Ascendancy at 22:31 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Lyianev the Cornac Arcane Blade level 13
46th Dusk 122nd year of Ascendancy at 09:58 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Lyianev the Cornac Arcane Blade level 29
10th Pyre 123rd year of Ascendancy at 21:48 see stats
The Arena
Unlocked Arena mode.By Lyianev the Cornac Arcane Blade level 7
79th Pyre 122nd year of Ascendancy at 11:24 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Lyianev the Cornac Arcane Blade level 21
21st Regrowth 123rd year of Ascendancy at 00:16 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Lyianev the Cornac Arcane Blade level 13
49th Dusk 122nd year of Ascendancy at 05:19 see stats
The secret city
Discovered the truth about mages.By Lyianev the Cornac Arcane Blade level 11
1st Dusk 122nd year of Ascendancy at 18:51 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers compound.By Lyianev the Cornac Arcane Blade level 13
48th Dusk 122nd year of Ascendancy at 13:12 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Lyianev the Cornac Arcane Blade level 18
53rd Haze 122nd year of Ascendancy at 09:03 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Lyianev the Cornac Arcane Blade level 26
78th Regrowth 123rd year of Ascendancy at 11:16 see stats
Log
Orc blood mage casts Blood Grasp.
Orc blood mage drains life from Lyianev!
Orc blood mage hits Lyianev for 163 blight damage.
Will o' the wisp explodes! Lyianev is enveloped in frost.
Will o' the wisp hits Lyianev for 131 cold damage.
Lyianev uses Infusion: Wild.
Lyianev lessens the pain.
Lyianev uses Relentless Pursuit.
Lyianev casts Teleport.
Lyianev is out of phase.
Orc blood mage casts Curse of Vulnerability.
Lyianev is cursed.
Lyianev casts Rune: Manasurge.
Lyianev starts to surge mana.
Lyianev stops regenerating health quickly.
Lyianev feels pain again.
Orc blood mage casts Rune: Heat Beam.
Lyianev is on fire!
Lyianev is no longer out of phase.
Orc blood mage hits Lyianev for 51 fire damage.
Orc blood mage hits Lyianev for 212 cold damage.
Orc blood mage casts Blood Grasp.
Saving done.
Saving done.
Saving game...
