Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.1 |
Addons | Items Vault 1.0.1 Barbarian Class 0.9.8 1.0.0 |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Thalore |
Class | Barbarian |
Level / Exp | 16 / 75% |
Size | medium |
Lifes / Deaths | Killed by dire wolf at level 5 on the 4th Mirth 122nd year of Ascendancy at 01:36 2 / 3Killed by Barro the thalore at level 14 on the 40th Haze 122nd year of Ascendancy at 04:04 Killed by Abedta the thalore at level 15 on the 62nd Haze 122nd year of Ascendancy at 17:33 |
Antimagic | Follower |
Primary Stats
Strength | 45 (base 20) |
Dexterity | 22 (base 10) |
Constitution | 28 (base 22) |
Magic | 1 (base 2) |
Willpower | 56 (base 43) |
Cunning | 37 (base 14) |
Resources
Life | 494/494 |
Stamina | 170/170 |
Equilibrium | 18 |
Healing Factor | 1.2 |
Regeneration | 9.42 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
ESP Range | 10 |
ESP Kinds | humanoid/orc |
Offense: Mainhand
Damage | 25 |
Accuracy | 42 |
Crit Chance | 22% |
APR | 38 |
Speed | 1.00 |
Offense: Offhand
Damage | 20 |
Accuracy | 42 |
Crit Chance | 22% |
APR | 31 |
Speed | 1.00 |
Offense: Spell
Spellpower | 0.5 |
Crit Chance | 9% |
Speed | 1 |
Offense: Mind
Mindpower | 38.5 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +3% |
Acid | +6% |
Fire | +10% |
Nature | +6% |
Blight | +4% |
Physical | +20% |
Cold | +23% |
All | 0% |
Offense: Damage Penetration
Acid | +2% |
Light | +5% |
Mind | +5% |
Physical | +3% |
Fire | +7% |
Cold | +5% |
Defense: Base
Armour (hardiness) | 63.08 (66%) |
Defense | 26.6 |
Ranged Defense | 26.6 |
Fatigue | 17 |
Physical Save | 40.516666666667 |
Spell Save | 25.975 |
Mental Save | 44.516666666667 |
Defense: Resistances
Acid | + 6%( 70%) |
Blight | + 12%( 70%) |
Physical | + 6%( 70%) |
Cold | + 38%( 70%) |
All | + 2%( 70%) |
Lightning | + 21%( 70%) |
Light | + 8%( 70%) |
Fire | + 12%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Pinning Resistance | 46% |
Disarm Resistance | 51% |
Confusion Resistance | 15% |
Knockback Resistance | 88% |
Stun Resistance | 63% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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: Insidious PoisonUse mode: Activated Range: 4.00 Cooldown: 18 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 25.30 nature damage per turns for 7 turns, and reducing the target's healing received by 33%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 299 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
Technique / Barbarian | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Thug | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Gladiator | 1.20 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Generic Talents
Wild-gift / Mindstar mastery | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Mutations | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Genetics | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.20 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Hitman |
talent | Psiblades |
talent | Guard |
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 |
Escort the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara) | active |
You successfully escorted the lost anorithil to the recall portal on level 3 of Norgos Lair. Escort: lost anorithil (level 3 of Norgos Lair)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Willpower by +2. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved Cunning by +2. | 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. | active |
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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | 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 AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed wretchling eyeball. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' 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 minotaur nose. * You've found the needed vial of greater demon bile. * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | 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. |
Quiver | barbed quiver of ash arrows of psychokinesis (13/14, 15-21 power, 7 apr) barbed quiver of ash arrows of psychokinesis (13/14, 15-21 power, 7 apr)Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 15.0 - 21.0 Uses stats: 50% Str, 70% Dex Damage type: Physical Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 14 Special effect when this weapon hits: 10% chance to knock the target back Special effect when this weapon crits: wounds the target Damage when this weapon hits(ranged): +7 physical / +6 bleed Arrows are used with bows to pierce your foes to death. |
Light source | Zuthel ZuthelInfused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +6.0% Critical mult.: +20.00% 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. |
On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 2 It is part of a set of items. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 Spell save: +12 Mental save: +12 A great helm that belonged to Garkul the Devourer, one of the greatest orcs to live. |
On hands | archer's iron gauntlets of dexterity (+2) (0 def, 1 armour) archer's iron gauntlets of dexterity (+2) (0 def, 1 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +16 Armour penetration: +5 Armour: +1 Changes stats: +2 Cun / +5 Dex It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. A huge tooth taken from the Mouth, in the Deep Bellow. |
On fingers | 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. |
On fingers | steel ring 'Blackzephyr' steel ring 'Blackzephyr'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when the wearer hits(melee): 4 mind Changes resistances penetration: +5% mind Changes damage: +3% darkness Disarm immunity: +51% Pinning immunity: +46% Stun/Freeze immunity: +28% Knockback immunity: +48% Life regen: +1.20 Rings can have magical properties. |
Around neck | Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
In main hand | wyrm's vined mindstar of flames (4.5-4.95 power, 21 apr, mind damage) wyrm's vined mindstar of flames (4.5-4.95 power, 21 apr, mind damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. The set is complete. Base power: 4.5 - 5.0 Uses stats: 49% Wil, 21% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +21 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when the wearer is hit: 3 physical / 5 fire / 3 cold / 2 lightning / 3 acid Changes resistances: +4% physical / +6% fire / +3% cold / +2% lightning / +4% acid Changes resistances penetration: +4% fire Changes damage: +4% fire Blindness immunity: +20% Stun/Freeze immunity: +20% Mindpower: +3 Mental crit. chance: +2% It can be used to call the drake in an elemental mindstar (this will remove other set bonuses), placing all other charms into a 20 cooldown. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Around waist | Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 2 It is part of a set of items. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | caller's mossy mindstar of frost (2-2.2 power, 14 apr, nature damage) caller's mossy mindstar of frost (2-2.2 power, 14 apr, nature damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 It is part of a set of items. The set is complete. Base power: 2.0 - 2.2 Uses stats: 42% Wil, 14% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +14 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Armour: +3 Damage when the wearer is hit: 3 cold Changes resistances: +3% cold Changes resistances penetration: +3% physical / +3% fire / +5% cold / +2% acid Changes damage: +6% physical / +6% fire / +8% cold / +6% acid Mindpower: +1 Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | thick linen cloak of resilience (1 def, 6 armour) thick linen cloak of resilience (1 def, 6 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 Changes resistances: +11% cold Maximum life: +34.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Dazzlewend (16 def, 17 armour) Dazzlewend (16 def, 17 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +17 Defense: +16 Fatigue: +22% Changes stats: +5 Cun Changes resistances: +17% lightning / +6% light Changes resistances penetration: +5% light Mental save: +24 A suit of armour made of metal plates. |
Inventory
Dairerak DairerakCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour penetration: +5 Damage when the wearer hits(melee): 8 physical Maximum encumbrance: +40 Maximum life: +30.00 Amulets can have magical properties. |
anchoring copper amulet of dexterity (+2) anchoring copper amulet of dexterity (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Dex Changes resistances: +12% temporal Knockback immunity: +23% Amulets can have magical properties. |
insulating copper amulet insulating copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% fire / +13% cold Amulets can have magical properties. |
shielding steel amulet of constitution (+3) shielding steel amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +13% light Blindness immunity: +25% 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. |
psionicist's copper ring of sensing psionicist's copper ring of sensingPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Mental save: +4 Blindness immunity: +20% See stealth: +6 See invisible: +5 Rings can have magical properties. |
savior's copper ring savior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +5 Spell save: +5 Mental save: +5 Rings can have magical properties. |
titan's copper ring titan's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Physical save: +4 Rings can have magical properties. |
thunderous steel dagger of banishment (10-13 power, 6 apr) thunderous steel dagger of banishment (10-13 power, 6 apr)Requires: - Dexterity 16 Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 10.0 - 13.0 Uses stats: 45% Str, 45% Dex Damage type: Physical Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage conversion: 24% lightning daze Damage against: +5% Demon When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +4 Wil / +2 Cun / +1 Con Changes resistances penetration: +4% lightning Sharp, short and deadly. |
caustic steel longsword of the leech (13.5-18.9 power, 3 apr) caustic steel longsword of the leech (13.5-18.9 power, 3 apr)Requires: - Strength 16 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 13.5 - 18.9 Uses stat: 100% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Special effect when this weapon hits: leeches stamina from the target Damage when this weapon hits: +9 slime Damage conversion: 27% acid blind When wielded/worn: Damage when the wearer is hit: 7 slime Changes resistances penetration: +7% acid Life regen: +0.80 Sharp, long, and deadly. |
thunderous steel longsword (14.5-20.3 power, 3 apr) thunderous steel longsword (14.5-20.3 power, 3 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 14.5 - 20.3 Uses stat: 100% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Damage conversion: 26% lightning daze When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +2 Wil / +2 Cun / +1 Con Changes resistances penetration: +5% lightning Sharp, long, and deadly. |
hateful iron mace of the leech (7-9.8 power, 2 apr) hateful iron mace of the leech (7-9.8 power, 2 apr)Requires: - Strength 11 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 7.0 - 9.8 Uses stat: 100% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% Special effect when this weapon hits: leeches stamina from the target Damage when this weapon hits: +6 darkness / +5 slime Damage against: +5% Humanoid When wielded/worn: Damage when the wearer is hit: 5 slime Blunt and deadly. |
inquisitor's iron mace of projection (7.5-10.5 power, 2 apr) inquisitor's iron mace of projection (7.5-10.5 power, 2 apr)Requires: - Strength 11 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 7.5 - 10.5 Uses stat: 100% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% Special effect when this weapon crits: burns latent spell energy Damage when this weapon hits: +6 mind / +14 manaburn It can be used to project an attack as mind damage doing 100% weapon damage, placing all other charms into a 6 cooldown. Blunt and deadly. |
nature's thorny mindstar of slime (7.5-8.25 power, 24 apr, mind damage) nature's thorny mindstar of slime (7.5-8.25 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 7.5 - 8.3 Uses stats: 40% Wil, 20% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when the wearer is hit: 2 slime Changes resistances: +4% blight Changes damage: +6% nature Disease immunity: +15% Mindpower: +3 Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Lightningquell (6-8.4 power, 2 apr) Lightningquell (6-8.4 power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 6.0 - 8.4 Uses stat: 100% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +6 Changes resistances: +12% mind / +6% blight / +15% lightning One-handed war axes. |
insidious iron waraxe of purging (6-8.4 power, 2 apr) insidious iron waraxe of purging (6-8.4 power, 2 apr)Requires: - Strength 11 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 6.0 - 8.4 Uses stat: 100% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Special effect when this weapon hits: 25% chance to remove a magical effect Damage when this weapon hits: +6 nature / +15 insidious poison One-handed war axes. |
stralite waraxe 'Mayogata' (32-44.8 power, 5 apr) stralite waraxe 'Mayogata' (32-44.8 power, 5 apr)Requires: - Strength 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 32.0 - 44.8 Uses stat: 100% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% Special effect when this weapon hits: 25% chance to put talents on cooldown Damage when this weapon hits: +13 darkness Damage against: +13% Humanoid When wielded/worn: Accuracy: +9 Defense: +7 Damage when the wearer is hit: 10 mind Changes resistances penetration: +15% blight Changes damage: +6% blight One-handed war axes. |
iron helm of constitution (+3) (0 def, 3 armour) iron helm of constitution (+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 Con A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
miner's iron helm of the depths (0 def, 4 armour) miner's iron helm of the depths (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +4 Fatigue: +5% Allows you to breathe in: water Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Bregythad (2 def, 6 armour) Bregythad (2 def, 6 armour)Requires: - Strength 20 - Talent Armour Training Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 Fatigue: +14% Changes stats: +3 Cun Changes resistances penetration: +25% mind Grants telepathy: Humanoid/Orc A suit of armour made of mail. |
fortifying iron mail armour of Eyal (2 def, 4 armour) fortifying iron mail armour of Eyal (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +12% Changes stats: +3 Str / +2 Con Life regen: +0.60 Maximum life: +82.00 Healing mod.: +10% A suit of armour made of mail. |
Wrathroot's Barkwood (9 def, 10 armour, 60 block) Wrathroot's Barkwood (9 def, 10 armour, 60 block)Requires: - Strength 25 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +10 Defense: +9 Fatigue: +14% Changes resistances: +20% nature / +20% cold / +20% darkness Talent granted: +3 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
shocking steel shield of lightning resistance (+17%) (6 def, 2 armour, 43 block) shocking steel shield of lightning resistance (+17%) (6 def, 2 armour, 43 block)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 Ranged Defense: +6 Fatigue: +8% Damage when the wearer is hit: 11 lightning Changes resistances: +17% lightning Talent granted: +2 Block Handheld deflection devices |
4 aquamarine 4 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. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. 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. |
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. |
garnet 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 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. |
steel torque of charged psionic shield [power 45] (20 cooldown) steel torque of charged psionic shield [power 45] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all lightning and blight damage by 45 for 6 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
Achievements
By Daer the Thalore Barbarian level 16
2nd Allure 123rd year of Ascendancy at 22:07 see stats
By Daer the Thalore Barbarian level 14
73rd Dusk 122nd year of Ascendancy at 06:21 see stats
By Daer the Thalore Barbarian level 10
11st Dusk 122nd year of Ascendancy at 06:15 see stats
By Daer the Thalore Barbarian level 10
1st Dusk 122nd year of Ascendancy at 14:33 see stats
By Daer the Thalore Barbarian level 10
1st Dusk 122nd year of Ascendancy at 16:45 see stats
By Daer the Thalore Barbarian level 7
6th Mirth 122nd year of Ascendancy at 14:49 see stats
By Daer the Thalore Barbarian level 11
25th Dusk 122nd year of Ascendancy at 06:05 see stats
Log
There is a A gate into Last Hope's graveyard here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving done.
Saving done.
Saving game...
Daer stops regenerating health quickly.
Today is the 6th Allure of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:31.
Talent Infusion: Regeneration is ready to use.
Today is the 7th Allure of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 03:43.
Today is the 8th Allure of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:08.
Today is the 9th Allure of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:33.
Today is the 10th Allure of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:45.
Today is the 1st Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:10.
Today is the 2nd Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:21.
There is a Passageway into the Daikara here (press '' or right click to use).
Ran for 5 turns (stop reason: interesting terrain).
Saving done.
There is an exit to the worldmap here (press '' or right click to use).
Accepted quest ''! (Press 'j' to see the quest log)