Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.5 |
| Addons | Items Vault 1.0.1Donators/Buyers bonus! Stone Wardens DLC Class 1.0.5Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Sun Paladin |
| Level / Exp | 21 / 60% |
| Size | medium |
| Lifes / Deaths | Killed by Assassin Lord at level 10 on the 10th Profit 122nd year of Ascendancy at 01:53 0 / 6Killed by blade horror at level 14 on the 16th Wealth 122nd year of Ascendancy at 17:45 Killed by Vorulevea the white ooze at level 19 on the 29th Dearth 122nd year of Ascendancy at 09:41 Killed by orc grand master assassin at level 20 on the 32nd Dearth 122nd year of Ascendancy at 20:22 Killed by skeleton warrior at level 21 on the 35th Dearth 122nd year of Ascendancy at 16:34 Killed by The Master at level 21 on the 35th Dearth 122nd year of Ascendancy at 17:33 |
Primary Stats
| Strength | 45 (base 37) |
| Dexterity | 10 (base 10) |
| Constitution | 31 (base 23) |
| Magic | 54 (base 45) |
| Willpower | 25 (base 10) |
| Cunning | 25 (base 10) |
Resources
| Life | -55/582 |
| Mana | 363/363 |
| Stamina | 213/220 |
| Positive | 0/90 |
| Healing Factor | 1 |
| Regeneration | 55.67 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -50% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | -7 |
| Infravision | 6 |
| See Stealth | 18 |
| See Invisible | 28 |
Offense: Mainhand
| Damage | 63 |
| Accuracy | 34 |
| Crit Chance | 20% |
| APR | 11 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 45.333333333333 |
| Crit Chance | 32% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25.75 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +4% |
| Lightning | +22% |
| Light | +39% |
| Darkness | -6% |
Offense: Damage Penetration
| Lightning | +10% |
Defense: Base
| Armour (hardiness) | 37.62 (59.10447761194%) |
| Defense | 15 |
| Ranged Defense | 22.5 |
| Fatigue | 37 |
| Physical Save | 34.552230769231 |
| Spell Save | 48.651487179487 |
| Mental Save | 43.001487179487 |
Defense: Resistances
| Nature | + 9%( 70%) |
| Lightning | + 18%( 75%) |
| Darkness | + 3%( 70%) |
| Temporal | + 9%( 70%) |
| Acid | + 9%( 70%) |
| Fire | + 38%( 70%) |
| Cold | + 27%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (4/4)
| 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 physical effects and reduce all damage taken by 14% for 4 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 250 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 244 life over 5 turns. Its effects scale with your Magic stat. |
| 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 248 damage for 4 turns. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Combat veteran | 1.10 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Celestial / Guardian | 1.30 |
| 1/5 |
| 4/5 |
| 3/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Shield offense | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Sun | 1.00 |
| 2/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Celestial / Chants | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 0/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Shield of Light |
| talent | Weapon of Light |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 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 | A flow of life spins around the target, regenerating 49.92 life per turn. Regeneration |
| beneficial effect | The target's skin reacts to damage, granting 6 armour. Stoneskin |
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 injured seer from death by tormentor. Escort: injured seer (level 3 of Dreadfell) | failed |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You failed to protect the lone alchemist from death by hummerhorn. Escort: lone alchemist (level 4 of Old Forest) | failed |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 4 of Dreadfell. Escort: lost anorithil (level 4 of Dreadfell)As a reward you improved Magic by +1. | 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 Constitution by +1. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 have explored the Maze and vanquished the Horned Horror. * 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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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 unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 42. | 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. | 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: * You've found the needed ice ant stinger. * You've found the needed orc heart. * You've found the needed vial of elder vampire blood. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed pouch of luminous horror dust. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Willowjeer (0 def, 4 armour) Willowjeer (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Damage when the wearer is hit: 8 darkness Changes resistances: +9% nature Stamina each turn: +0.80 Maximum stamina: +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Balesus BalesusCrafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +4 Cun Damage when the wearer hits(melee): 4 blight Damage when the wearer is hit: 8 blight Changes resistances: +9% acid Mental save: +15 Light radius: -7 Infravision radius: +6 See stealth: +18 See invisible: +28 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | dwarven-steel helm of knowledge (0 def, 4 armour) dwarven-steel helm of knowledge (0 def, 4 armour)Requires: - Talent Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +3 Cun / +4 Wil Mindpower: +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Storm Bringer's Gauntlets (0 def, 3 armour) Storm Bringer's Gauntlets (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Mag Changes resistances: +15% lightning Changes resistances cap: +5% lightning Changes damage: +10% lightning Critical mult.: +20.00% Spell crit. chance: +5% It can be used to activate talent Chain Lightning (costing 16 power out of 16/16) : Effective talent level: 3.0 Power cost: 16 out of 16/16. Range: 10.0 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 49.03 to 147.08 damage and forking to another target. It can hit up to 6 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery but odds are the crafter knew a thing or two about magic. |
| Tool | Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | warrior's copper ring warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings can have magical properties. |
| On fingers | savage's copper ring of blinding strikes savage's copper ring of blinding strikesPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Damage when the wearer hits(melee): 4 physical / 5 lightning / 4 blinding Damage when the wearer is hit: 4 physical / 4 lightning / 4 blinding Spell save: +11 Maximum stamina: +11.00 Rings can have magical properties. |
| Around neck | gold amulet 'Dimbolt' gold amulet 'Dimbolt'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Con Changes damage: +3% darkness Talent mastery: +0.10 Technique / Shield offense Amulets can have magical properties. |
| In main hand | Shimmerborn the dragonbone vilestaff (39-46.8 power, 6 apr, light damage) Shimmerborn the dragonbone vilestaff (39-46.8 power, 6 apr, light damage)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Base power: 39.0 - 46.8 Uses stat: 100% Mag Damage type: Light Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +4 temporal When wielded/worn: Accuracy: +12 Physical crit. chance: +7.0% Physical power: +12 Damage when the wearer hits(melee): 13 silence / 2 temporal Changes resistances: +9% temporal / +8% cold Changes damage: -9% darkness / +12% lightning / +39% light Talent granted: +1 Command Staff Critical mult.: +13.00% Spellpower: +22 Spell crit. chance: +22% Defense after a teleport: +20 Resist all after a teleport: +19% New effects duration reduction after a teleport: +28% Reduces paradox failures(equivalent to willpower): +37 Staves designed for wielders of magic, by the greats of the art. |
| Around waist | spiritwalker's hardened leather belt of recklessness spiritwalker's hardened leather belt of recklessnessPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +4 Changes stats: +2 Mag Critical mult.: +6.00% Mana each turn: +0.18 Maximum mana: +26.00 A belt that goes around your waist. |
| In off hand | stralite shield 'Rotbringer' (10 def, 2 armour, 50.5 dam, 136 block) stralite shield 'Rotbringer' (10 def, 2 armour, 50.5 dam, 136 block)Requires: - Strength 35 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 50.5 - 60.6 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +4.0% procs dam / acc Physical crit. chance: +4.5% Block value: +136 When wielded/worn: Armour: +2 Defense: +10 Ranged Defense: +10 Fatigue: +14% Changes stats: +1 Str / +2 Dex Damage when the wearer is hit: 12 nature Changes resistances: +19% cold / +38% fire Talent granted: +4 Block Handheld deflection devices |
| Cloak | spellcowled linen cloak of the Shaloren (1 def, 0 armour) spellcowled linen cloak of the Shaloren (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +4 Wil / +4 Mag Spell save: +5 Maximum mana: +42.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Nimbussquall the stralite mail armour (4 def, 8 armour) Nimbussquall the stralite mail armour (4 def, 8 armour)Requires: - Strength 38 - Talent Armour Training Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 Fatigue: +16% Changes stats: +8 Cun / +4 Wil Damage when the wearer is hit: 8 lightning Changes resistances: +3% darkness / +3% lightning Changes resistances penetration: +10% lightning Mental save: +14 A suit of armour made of mail. |
Inventory
sun infusion of the wizard (rad 6; power 85; turns 4; dispells darkness) sun infusion of the wizard (rad 6; power 85; turns 4; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 42). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 85) for 4 turns. Its effects scale with your Magic 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. |
copper amulet of strength (+2) copper amulet of strength (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str Amulets can have magical properties. |
copper ring of nature (+22%) copper ring of nature (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% nature Changes damage: +11% nature Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. flaming dwarven-steel mace of ruin (23.5-32.9 power, 4 apr)flaming dwarven-steel mace of ruin (23.5-32.9 power, 4 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 23.5 - 32.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% Burst (radius 1) on hit: +8 fire When wielded/worn: Armour penetration: +8 Physical crit. chance: +8.0% Critical mult.: +12.00% Blunt and deadly. |
Nimbusraze the yew starstaff (20-24 power, 4 apr, light damage) Nimbusraze the yew starstaff (20-24 power, 4 apr, light damage)Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0 Uses stat: 100% Mag Damage type: Light Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Damage conversion: 20% lightning When wielded/worn: Damage when the wearer hits(melee): 2 blight Damage when the wearer is hit: 8 blight Changes resistances: +3% blight Changes damage: +20% light Talent granted: +1 Command Staff Spellpower: +9 Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. insidious stralite waraxe of nature (33-46.2 power, 5 apr)insidious stralite waraxe of nature (33-46.2 power, 5 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 33.0 - 46.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% Damage when this weapon hits: +38 insidious poison Damage conversion: 27% nature When wielded/worn: Changes resistances: +5% all Changes resistances penetration: +9% nature One-handed war axes. |
spiritwalker's rough leather belt spiritwalker's rough leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +1 Mag Mana each turn: +0.16 Maximum mana: +20.00 A belt that goes around your waist. |
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 Changes stats: +1 Str / +1 Con A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
This item will automatically be transmogrified when you leave the level. pair of hardened leather boots of uncanny dodging (4 def, 3 armour)pair of hardened leather boots of uncanny dodging (4 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +4 Ranged Defense: +4 Fatigue: +3% A pair of boots made of leather. |
traveler's pair of iron boots of tirelessness (0 def, 3 armour) traveler's pair of iron boots of tirelessness (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -2% Maximum encumbrance: +21 Physical save: +6 Stamina each turn: +0.30 Maximum stamina: +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +3 Wil Changes resistances: +10% fire Changes damage: +5% fire It can be used to activate talent Flamespit (costing 6 power out of 24/24) : Effective talent level: 2.0 Power cost: 6 out of 24/24. Range: 10.0 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 28.56 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
naturalist's rough leather gloves (0 def, 1 armour) naturalist's rough leather gloves (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage when the wearer hits(melee): 5 nature Changes resistances: +5% nature Changes damage: +4% nature Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. Zubinne the Skypiercer (2 def, 0 armour)Zubinne the Skypiercer (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Damage when the wearer is hit: 12 mind Changes resistances: +9% lightning Changes resistances penetration: +5% lightning Equilibrium when hit: +1.20 Psi when hit: +1.60 Hate when hit: +1.20 A pointy cloth hat, very wizardly... |
iron helm (0 def, 3 armour) iron helm (0 def, 3 armour)Requires: - Talent Armour Training 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
radiant steel mail armour of the deep (2 def, 8 armour) radiant steel mail armour of the deep (2 def, 8 armour)Requires: - Strength 20 - Talent Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +8 Defense: +2 Fatigue: +14% Changes stats: +1 Wil Damage when the wearer is hit: 4 light Changes resistances: +5% cold / +11% blight / +14% darkness / +6% acid Allows you to breathe in: water Light radius: +1 A suit of armour made of mail. |
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. |
4 onyx 4 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. |
6 aquamarine 6 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 Gems can be sold for money or used in arcane rituals. |
6 lapis lazuli 6 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
4 opal 4 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 Gems can be sold for money or used in arcane rituals. |
3 topaz 3 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. |
3 emerald 3 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. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind (remove a few detrimental mental effects), costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: 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. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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. |
4 garnet 4 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once(also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power, any items dropped inside is transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level. high-capacity pouch of stralite shots (44/44, 41.5-49.8 power, 5 apr)high-capacity pouch of stralite shots (44/44, 41.5-49.8 power, 5 apr) Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 41.5 - 49.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +5.5% Capacity: 44 Shots are used with slings to pummel your foes to death. |
6 amethyst 6 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. |
3 quartz 3 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals. |
Achievements
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Arlboth the Dwarf Sun Paladin level 15
17th Wealth 122nd year of Ascendancy at 07:39 see stats
Exterminator
Killed 1000 creatures.By Arlboth the Dwarf Sun Paladin level 17
5th Dearth 122nd year of Ascendancy at 23:27 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Arlboth the Dwarf Sun Paladin level 15
17th Wealth 122nd year of Ascendancy at 07:03 see stats
Level 10
Got a character to level 10.By Arlboth the Dwarf Sun Paladin level 10
3rd Acquisition 122nd year of Ascendancy at 21:44 see stats
Level 20
Got a character to level 20.By Arlboth the Dwarf Sun Paladin level 20
31st Dearth 122nd year of Ascendancy at 03:52 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Arlboth the Dwarf Sun Paladin level 10
10th Profit 122nd year of Ascendancy at 06:51 see stats
Size matters
Did over 600 damage in one attack.By Arlboth the Dwarf Sun Paladin level 20
32nd Dearth 122nd year of Ascendancy at 05:01 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Arlboth the Dwarf Sun Paladin level 4
18th Voratun 122nd year of Ascendancy at 19:56 see stats
That was close
Killed your target while having only 1 life left.By Arlboth the Dwarf Sun Paladin level 10
10th Profit 122nd year of Ascendancy at 03:23 see stats
The Arena
Unlocked Arena mode.By Arlboth the Dwarf Sun Paladin level 7
29th Voratun 122nd year of Ascendancy at 19:27 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Arlboth the Dwarf Sun Paladin level 15
17th Wealth 122nd year of Ascendancy at 07:39 see stats
The secret city
Discovered the truth about mages.By Arlboth the Dwarf Sun Paladin level 10
2nd Profit 122nd year of Ascendancy at 22:08 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Arlboth the Dwarf Sun Paladin level 19
28th Dearth 122nd year of Ascendancy at 16:15 see stats
Log
Arlboth uses Shield Pummel.
Arlboth performs a melee critical strike against Skeleton warrior!
Skeleton warrior is stunned!
Arlboth hits Skeleton warrior for 43 physical, 6 physical, 13 lightning, 9 blight, 4 temporal, 82 physical, 6 physical, 13 lightning, 9 blight, 4 temporal (189 total damage).
Talent Searing Light is ready to use.
Talent Dig is ready to use.
Talent Providence is ready to use.
Talent Wave of Power is ready to use.
The Master uses Stunning Blow.
Arlboth is stunned!
The Master leeches life from Arlboth!
The Master hits Arlboth for 61 physical, 7 lightning, 6 light (74 total damage).
Arlboth hits The Master for 8 healing, 3 physical, 13 lightning, 10 nature, 21 blight, 6 darkness (53 total damage) [8 healing].
Arlboth hits Skeleton warrior for 1 physical, 4 lightning, 3 nature, 6 blight, 2 darkness (15 total damage).
Skeleton warrior hits Arlboth for 3 cold, 7 physical (10 total damage).
The Master's loses some focus.
The Master casts Freeze.
The Master's spell attains critical power!
Arlboth is encased in ice!
The Master leeches life from Arlboth!
The Master hits Arlboth for 138 cold damage.
The Master receives 18 healing from Arlboth.
Arlboth shrugs off the effect 'Frozen'!
Arlboth is free from the ice.
Arlboth hits Skeleton warrior for 1 physical, 4 lightning, 4 nature, 7 blight, 2 darkness (18 total damage).
Skeleton warrior hits Arlboth for (1 to ice), 2 cold, 9 physical (11 total damage).
The Master casts Manathrust.
The Master's spell attains critical power!
Saving game...
