Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.0 |
| Addons | Barbarian Class 0.9.6.1 1.0.0 Glove Stats 1.0.0 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Barbarian |
| Level / Exp | 13 / 35% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 4 / 0 |
Primary Stats
| Strength | 33 (base 21) |
| Dexterity | 24 (base 10) |
| Constitution | 13 (base 10) |
| Magic | 3 (base 3) |
| Willpower | 52 (base 36) |
| Cunning | 42 (base 19) |
Resources
| Life | 327/327 |
| Stamina | 131/131 |
| Equilibrium | 18 |
| Healing Factor | 1 |
| Regeneration | 1.5 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 2 |
Offense: Mainhand
| Damage | 34 |
| Accuracy | 40 |
| Crit Chance | 25% |
| APR | 32 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 28 |
| Accuracy | 40 |
| Crit Chance | 20% |
| APR | 28 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 1 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 40.733333333333 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +4% |
| Mind | +6% |
| Physical | +6% |
Offense: Damage Penetration
| Mind | +25% |
Defense: Base
| Armour (hardiness) | 28.477142857143 (69%) |
| Defense | 18.4375 |
| Ranged Defense | 24.71875 |
| Fatigue | 6 |
| Physical Save | 30.05 |
| Spell Save | 19.6 |
| Mental Save | 28.125 |
Defense: Resistances
| Acid | + 6%( 70%) |
| Physical | + 5%( 70%) |
| Cold | + 11%( 70%) |
| All | 0%( 70%) |
| Darkness | + 18%( 70%) |
| Light | + 6%( 70%) |
| Temporal | + 11%( 70%) |
| Mind | + 15%( 70%) |
| Arcane | + 5%( 70%) |
| Fire | + 6%( 70%) |
| Nature | + 60%( 70%) |
Defense: Immunities
| Knockback Resistance | 21% |
| Stun Resistance | 10% |
| Poison Resistance | 50% |
| Confusion Resistance | 10% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental, magical effects and reduce all damage taken by 15% for 5 turns. Its effects scale with your Constitution 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 262 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: SunUse mode: Activated Range: melee/personal Cooldown: 10 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 30). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 61) for 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Cunning / Thug | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Barbarian | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Gladiator | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Generic Talents
| Wild-gift / Mindstar mastery | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Genetics | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Psiblades |
| talent | Guard |
| talent | Penetration |
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 successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you gained talent category Wild-gift / Mindstar mastery (at mastery 0.80). | done |
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 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Willpower 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 the savior. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one orc heart. If you can fetch me a still-beating orc heart, that would be even better. But you don't look like a master necromancer to me.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * You've found the needed skeleton mage skull. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' | 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 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 | insulating pair of rough leather boots of uncanny dodging (3 def, 1 armour) insulating pair of rough leather boots of uncanny dodging (3 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 Ranged Defense: +3 Fatigue: +1% Changes resistances: +6% fire / +5% cold A pair of boots made of leather. |
| Quiver | Glintrock (17/17, 10.5-12.6 power, 1 apr) Glintrock (17/17, 10.5-12.6 power, 1 apr)Requires: - Dexterity 11 Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 10.5 - 12.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 17 Damage when this weapon hits(ranged): +16 light Burst (radius 1) on hit: +20 light Shots are used with slings to pummel your foes to death. |
| Light source | Mayirin MayirinCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Dex / +7 Wil Changes resistances: +9% mind 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 | Drundur (0 def, 3 armour) Drundur (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +6 Armour: +3 Fatigue: -7% Changes stats: +3 Con A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | dark rough leather gloves of strength (+2) (0 def, 1 armour) dark rough leather gloves of strength (+2) (0 def, 1 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 Armour: +1 Changes stats: +2 Str Damage when the wearer hits(melee): 6 darkness Changes resistances: +6% darkness Changes damage: +4% darkness When used to modify unarmed attacks: Base power: 11.0 - 12.1 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 60% When this weapon hits: Moonlight Ray (20% chance level 1). Burst (radius 2) on crit: +5 darkness Damage conversion: 25% darkness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 Mindpower: +3 It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 2.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 50 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
| On fingers | Xyriamivena XyriamivenaCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +6% mind / +6% cold / +9% darkness Defense after a teleport: +20 Rings can have magical properties. |
| On fingers | sneakthief's gold ring of misery sneakthief's gold ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +9 Cun / +6 Dex Hate when firing a critical mind attack: +2.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 20%. Rings can have magical properties. |
| Around neck | anchoring copper amulet anchoring copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% temporal Knockback immunity: +21% Amulets can have magical properties. |
| In main hand | Serpent's Glare (7-7.7 power, 23 apr, nature damage) Serpent's Glare (7-7.7 power, 23 apr, nature damage)Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 Uses stats: 49% Wil, 16% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +23 Physical crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Poison immunity: +50% Mindpower: +5 Mental crit. chance: +5% It can be used to activate talent Spit Poison (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 10.00 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 72.80 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
| Around waist | Emblem of Evasion Emblem of EvasionCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 2 When wielded/worn: Ranged Defense: +8 Changes stats: +5 Dex / +3 Cun / +2 Lck Slows Projectiles: +15% It can be used to activate talent Evasion (costing 40 power out of 40/40) : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 26% chance to completely evade them for 10 turns. Duration increases with your Willpower, and the chance to evade improves with your Cunning and Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
| In off hand | Duathelusher (2.5-2.75 power, 18 apr, mind damage) Duathelusher (2.5-2.75 power, 18 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 49% Wil, 16% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage when the wearer hits(melee): 8 darkness Changes resistances penetration: +25% mind Changes damage: +6% mind 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 | linen cloak of Eldoral (1 def, 0 armour) linen cloak of Eldoral (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +1 Cun / +1 Dex A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Shadowbreaker (2 def, 4 armour) Shadowbreaker (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training Infused by arcane disrupting forces 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +12% Changes resistances: +5% arcane / +6% acid / +3% darkness / +6% light A suit of armour made of mail. |
Inventory
psychic's sun infusion (rad 6; power 82; turns 5; dispells darkness) psychic's sun infusion (rad 6; power 82; turns 5; 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: 15 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 41). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 82) for 5 turns. Its effects scale with your Willpower 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. |
psychic's wild infusion (resist 21%; cure mental) psychic's wild infusion (resist 21%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental effects and reduce all damage taken by 21% for 4 turns. Its effects scale with your Willpower 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. |
sneak's healing infusion (heal 179) sneak's healing infusion (heal 179)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: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 179 life. Its effects scale with your Cunning 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. |
sneak's healing infusion (heal 153) sneak's healing infusion (heal 153)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: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 153 life. Its effects scale with your Cunning 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. |
titan's wild infusion (resist 12%; cure mental) titan's wild infusion (resist 12%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental effects and reduce all damage taken by 12% for 4 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
copper amulet of the fish copper amulet of the fishInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% cold Allows you to breathe in: water Amulets can have magical properties. |
psionicist's copper ring of light (+22%) psionicist's copper ring of light (+22%)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +22% light Changes damage: +11% light Mental save: +4 Rings can have magical properties. |
wizard's copper ring of darkness (+22%) wizard's copper ring of darkness (+22%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag Changes resistances: +22% darkness Changes damage: +11% darkness Spell save: +4 Rings can have magical properties. |
Bill's Tree Trunk (30-51 power, 7 apr) Bill's Tree Trunk (30-51 power, 7 apr)Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.0 - 51.0 Uses stat: 130% Str Damage type: Physical Armour Penetration: +7 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
horrifying mossy mindstar of slime (2.5-2.75 power, 12 apr, nature damage) horrifying mossy mindstar of slime (2.5-2.75 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 30% Wil, 10% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage when the wearer is hit: 3 mind / 2 slime / 2 darkness Changes damage: +3% nature / +2% darkness / +2% mind 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. |
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% cold / +20% nature / +20% blight Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
grounding pair of rough leather boots of uncanny dodging (3 def, 1 armour) grounding pair of rough leather boots of uncanny dodging (3 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 Ranged Defense: +2 Fatigue: +1% Changes resistances: +6% lightning / +6% temporal A pair of boots made of leather. |
restful rough leather gloves of strength (+2) (0 def, 1 armour) restful rough leather gloves of strength (+2) (0 def, 1 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 Armour: +1 Changes stats: +2 Str Life regen: +0.60 Stamina each turn: +0.50 Maximum stamina: +10.00 When used to modify unarmed attacks: Base power: 11.0 - 12.1 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 60% When this weapon hits: Slumber (10% chance level 1). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Obsidianbane (1 def, 0 armour) Obsidianbane (1 def, 0 armour)Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes resistances: +20% nature / +9% cold Changes damage: +9% darkness A pointy cloth hat, very wizardly... |
grounding linen wizard hat of cunning (+3) (1 def, 0 armour) grounding linen wizard hat of cunning (+3) (1 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes stats: +3 Cun Changes resistances: +5% lightning / +6% temporal A pointy cloth hat, very wizardly... |
radiant rough leather armour of Toknor (1 def, 2 armour) radiant rough leather armour of Toknor (1 def, 2 armour)Requires: - Strength 10 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Physical power: +5 Armour: +2 Defense: +1 Fatigue: +6% Changes stats: +1 Wil Damage when the wearer is hit: 5 light Changes resistances: +10% darkness / +11% blight Critical mult.: +11.00% Light radius: +1 A suit of armour made of leather. |
Coral Spray (8 def, 8 armour, 48 block) Coral Spray (8 def, 8 armour, 48 block)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +8 Defense: +8 Fatigue: +12% Changes resistances: +15% cold / +10% fire Talent granted: +2 Block Maximum air capacity: +20.00 A chunk of jagged coral, dredged from the ocean. |
reinforced iron shield of lightning resistance (+16%) (4 def, 7 armour, 40.5 block) reinforced iron shield of lightning resistance (+16%) (4 def, 7 armour, 40.5 block)Requires: - Strength 11 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +7 Defense: +4 Ranged Defense: +4 Fatigue: +6% Changes resistances: +16% lightning Talent granted: +1 Block Handheld deflection devices |
agate agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Gems can be sold for money or used in arcane rituals. |
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. |
iron pickaxe of endurance (dig speed 36 turns) iron pickaxe of endurance (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of the badger (dig speed 18 turns) iron pickaxe of the badger (dig speed 18 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. Allows you to dig a wall, remove a tree, create ways. |
jade jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Gems can be sold for money or used in arcane rituals. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
Orb of Scrying Orb of ScryingPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: It can be used to use the orb, costing 1 power out of 1/1. This orb was given to you by Elisa the Halfling scryer. It will automatically identify normal and rare items for you and can be activated to contact Elisa for rarer items. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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. |
storming pouch of iron shots (13/13, 8.5-10.2 power, 1 apr) storming pouch of iron shots (13/13, 8.5-10.2 power, 1 apr)Requires: - Dexterity 11 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 8.5 - 10.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 13 Damage when this weapon hits(ranged): +5 lightning Damage conversion: 28% lightning Shots are used with slings to pummel your foes to death. |
Jetkiss of cure poisons [power 1] (20 cooldown) Jetkiss of cure poisons [power 1] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Damage when the wearer is hit: 20 darkness Changes resistances: +6% darkness Changes resistances penetration: +15% light Changes damage: +9% light It can be used to removes up to 1 poisons from the target, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
3 ametrine 3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Vink the Cornac Barbarian level 10
15th Dusk 122nd year of Ascendancy at 22:28 see stats
Level 10
Got a character to level 10.By Vink the Cornac Barbarian level 10
15th Dusk 122nd year of Ascendancy at 22:26 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Vink the Cornac Barbarian level 13
54th Dusk 122nd year of Ascendancy at 13:37 see stats
The Arena
Unlocked Arena mode.By Vink the Cornac Barbarian level 9
10th Mirth 122nd year of Ascendancy at 01:00 see stats
The secret city
Discovered the truth about mages.By Vink the Cornac Barbarian level 9
8th Flare 122nd year of Ascendancy at 09:50 see stats
Log
You gain 1.62 gold from the transmogrification of spiked cured leather armour of clarity (2 def, 4 armour).
You gain 0.98 gold from the transmogrification of steel dagger of crippling (9.5-12.35 power, 6 apr).
You gain 3.17 gold from the transmogrification of balanced dwarven-steel dagger of erosion (16.5-21.45 power, 7 apr).
The merchant thanks you for saving his life. He gives you 8 gold and asks you to meet him again in Last Hope.
Quest 'Trapped!' status updated! (Press 'j' to see the quest log)
Personal New Achievement: Rescuer of the lost!
Quest 'Trapped!' is done! (Press 'j' to see the quest log)
Quest 'Trapped!' completed! (Press 'j' to see the quest log)
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Talent Infusion: Regeneration is ready to use.
Today is the 55th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:50.
Today is the 56th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:05.
Today is the 57th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:31.
Today is the 58th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:46.
Today is the 59th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:13.
Today is the 60th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:28.
Today is the 61st Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:43.
There is a Last Hope (Town) here (press '' or right click to use).
Saving done.
There is an exit to the worldmap here (press '' or right click to use).
You feel mildly anxious, and walk with caution.
