Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.2 |
| Addons | Possessor Bonus Class 1.5.0Donators/Buyers bonus! Items Vault 1.4.8Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official Expansion! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Thalore |
| Class | Brawler |
| Level / Exp | 15 / 9% |
| Size | medium |
| Lifes / Deaths | Killed by Vakabalosi the shalore at level 12 on the 33rd Haze 122nd year of Ascendancy at 04:12 3 / 2Killed by snow giant boulder thrower at level 15 on the 50th Haze 122nd year of Ascendancy at 05:38 |
Primary Stats
| Strength | 31 (base 23) |
| Dexterity | 41 (base 33) |
| Constitution | 37 (base 13) |
| Magic | 11 (base 10) |
| Willpower | 22 (base 10) |
| Cunning | 31 (base 28) |
Resources
| Life | 539/539 |
| Stamina | 191/191 |
| Healing Factor | 1.1956521739131 |
| Regeneration | 4.0559797587063 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 26.878701826468 |
| See Invisible | 26.878701826468 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Barehand
| Damage | 39 |
| Accuracy | 34 |
| Crit Chance | 16% |
| APR | 1 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 11 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 23 (65.62317429406%) |
| Defense | 40 |
| Ranged Defense | 40 |
| Fatigue | 0 |
| Physical Save | 31 |
| Spell Save | 25 |
| Mental Save | 31 |
Defense: Resistances
| All | + 7%( 70%) |
Defense: Immunities
| Stun Resistance | 35% |
| Poison Resistance | 12% |
| Instadeath 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 (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 98 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 186 life over 5 turns. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Pugilism | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Unarmed training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.10 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 2/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 |
You failed to protect the lone alchemist from death by snow giant thunderer. Escort: lone alchemist (level 1 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Heart of the Gloom. Escort: repented thief (level 1 of Heart of the Gloom)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You failed to protect the repented thief from death by hornet swarm. Escort: repented thief (level 3 of Old Forest) | failed |
You failed to protect the worried loremaster from death by wretchling. Escort: worried loremaster (level 2 of Daikara) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You 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 Dreaming One. | 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. | 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 AlchemistsStire of Derth needs your help making an elixir of the fox. 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 warg claw. * You've found the needed ice ant stinger. | 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 | pair of rough leather boots 'Ce'Nutha' (0 def, 6 armour) pair of rough leather boots 'Ce'Nutha' (0 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +6 Fatigue: +1% Changes stats: +2 Dex / +4 Wil / +2 Con Infravision radius: +4 A pair of boots made of leather. |
| On hands | naturalist's rough leather gloves of strength (+2) (0 def, 1 armour) naturalist's rough leather gloves of strength (+2) (0 def, 1 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +1 Damage (Melee): 6 nature Changes stats: +2 Str Changes resistances: +5% nature Changes damage: +3% nature When used to modify unarmed attacks: Base power: 13.0 - 14.3 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 167% When this weapon hits: Poison Breath (10% chance level 1). Burst (radius 2) on crit: +5 nature Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | Quasit's Skull (0 def, 12 armour) Quasit's Skull (0 def, 12 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+6 eff.) Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
| Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | Isema the gold ring Isema the gold ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes stats: +4 Wil Changes resistances: +6% acid / +6% light / +5% arcane / +15% mind Mental save: +8 (+4 eff.) Rings can have magical properties. |
| On fingers | Serpentquick the steel ring Serpentquick the steel ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 nature Changes stats: +3 Cun / +2 Con Changes resistances: +6% nature / +6% blight Changes damage: +3% nature Spell save: +11 (+6 eff.) Poison immunity: +12% Disease immunity: +10% Maximum stamina: +14.00 Rings can have magical properties. |
| Around neck | warrior's steel amulet of constitution (+3) warrior's 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: +5% physical Stamina each turn: +0.30 Amulets can have magical properties. |
| Main armor | Poritta the cured leather armour (2 def, 4 armour) Poritta the cured leather armour (2 def, 4 armour)Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Physical crit. chance: +5.0% Physical power: +12 (+4 eff.) Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Changes stats: +2 Con Changes resistances: +9% acid / +3% nature / +5% arcane Critical mult.: +12.00% Maximum stamina: +5.00 A suit of armour made of leather. |
| Light source | Planar Beacon Planar BeaconPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 46.09 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 46.09 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
| Cloak | Leludar the cashmere cloak (2 def, 0 armour) Leludar the cashmere cloak (2 def, 0 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+1 eff.) Defense: +2 (+1 eff.) Fatigue: -3% Changes stats: +3 Mag / +2 Wil Changes resistances: +6% darkness / +3% cold Spell save: +8 (+4 eff.) Mental save: +9 (+4 eff.) Stun/Freeze immunity: +5% Maximum life: +40.00 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. |
| Around waist | rough leather belt 'Unradan' rough leather belt 'Unradan'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Dex / +1 Wil / +3 Con Changes resistances: +3% darkness Grants telepathy: Dragon Maximum life: +32.00 A belt that goes around your waist. |
Inventory
movement infusion of the wizard (333% speed; 5 turns) movement infusion of the wizard (333% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 333% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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. |
wild infusion of the sneak (resist 13%; cure magical) wild infusion of the sneak (resist 13%; cure magical)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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 13% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. |
shielding rune of the warrior (absorb 215 for 3 turns) shielding rune of the warrior (absorb 215 for 3 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 215 damage for 3 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
restful steel amulet of constitution (+2) restful steel amulet of constitution (+2)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +2 Con Life regen: +1.60 Amulets can have magical properties. |
steel amulet steel amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 2 Amulets can have magical properties. |
Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+4 eff.) Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
copper ring copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings can have magical properties. |
gold ring of frost (+28%) gold ring of frost (+28%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +28% cold Changes damage: +14% cold Rings can have magical properties. |
marksman's copper ring of nature (+22%) marksman's copper ring of nature (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +2 Dex 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 (+2 eff.) Blindness immunity: +22% Infravision radius: +3 See stealth: +5 See invisible: +5 Rings can have magical properties. |
steel ring steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. |
steel ring of pilfering steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+4 eff.) Armour penetration: +8 Defense: +8 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.4 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 154% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
Unerring Scalpel (15-19.5 power, 25 apr) Unerring Scalpel (15-19.5 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 45% Str, 55% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 Crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+9 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Serpent's Glare (7-7.7 power, 15 apr, nature damage) Serpent's Glare (7-7.7 power, 15 apr, nature damage)Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +15 Crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Poison immunity: +50% Mindpower: +4 (+2 eff.) Mental crit. chance: +2% 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 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 181.99 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Hurikalthogrim the rough leather belt Hurikalthogrim the rough leather beltInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Armour: +6 Damage when hit (Melee): 20 physical Critical mult.: +6.00% Physical save: +13 (+6 eff.) Maximum life: +10.00 Mindpower: +3 (+2 eff.) A belt that goes around your waist. |
Lisuda LisudaPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -8% Changes stats: +2 Str Changes resistances: +6% light / +6% darkness Changes damage: +12% acid Grants telepathy: Dragon A belt that goes around your waist. |
blurring rough leather belt of the mystic blurring rough leather belt of the mysticPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+3 eff.) Stealth bonus: +6 Mental save: +5 (+2 eff.) Spellpower: +2 (+2 eff.) A belt that goes around your waist. |
rough leather belt of burglary rough leather belt of burglaryCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Dex / +3 Cun / +6 Lck Trap disarming bonus: +6 Stealth bonus: +6 Infravision radius: +3 A belt that goes around your waist. |
slimy linen robe of protection (2 def, 2 armour) slimy linen robe of protection (2 def, 2 armour)Infused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +2 Defense: +2 (+1 eff.) Effects when hit in melee: * Slows global speed by 4% * 4 arcane resource burn Physical save: +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven linen robe of light (+16%) (0 def, 0 armour) spellwoven linen robe of light (+16%) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +16% light Changes damage: +11% light Spell save: +16 (+8 eff.) Spellpower: +3 (+3 eff.) Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Obsidianoath the pair of dwarven-steel boots (0 def, 4 armour) Obsidianoath the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances: +6% fire / +6% light / +7% cold Changes resistances penetration: +15% light Changes damage: +15% light / +9% darkness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
miner's pair of iron boots of uncanny dodging (2 def, 8 armour) miner's pair of iron boots of uncanny dodging (2 def, 8 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +8 Defense: +2 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +2% Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
traveler's pair of iron boots of uncanny dodging (2 def, 3 armour) traveler's pair of iron boots of uncanny dodging (2 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +2 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: -3% Maximum encumbrance: +21 Physical save: +6 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of rough leather boots (0 def, 1 armour) undeterred pair of rough leather boots (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Silence immunity: +23% Confusion immunity: +21% Stun/Freeze immunity: +21% A pair of boots made of leather. |
Galerigor (0 def, 1 armour) Galerigor (0 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 30% chance to daze at end of turn Damage (Melee): 5 mind Changes stats: +2 Wil Changes resistances: +6% mind Changes damage: +7% mind Maximum psi: +20.00 When used to modify unarmed attacks: Base power: 10.0 - 14.0 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 125% When this weapon hits: Psychic Lobotomy (20% chance level 1). Burst (radius 2) on crit: +6 mind Metal gloves protecting the hands up to the middle of the lower arm. |
corrosive iron gauntlets (0 def, 1 armour) corrosive iron gauntlets (0 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 acid Changes resistances: +6% acid Changes damage: +4% acid When used to modify unarmed attacks: Base power: 10.5 - 14.7 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 125% When this weapon hits: Acid Breath (10% chance level 1). Burst (radius 2) on crit: +5 acid Metal gloves protecting the hands up to the middle of the lower arm. |
corrosive iron gauntlets of strength (+3) (0 def, 1 armour) corrosive iron gauntlets of strength (+3) (0 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +1 Damage (Melee): 6 acid Changes stats: +3 Str Changes resistances: +6% acid Changes damage: +4% acid When used to modify unarmed attacks: Base power: 13.5 - 18.9 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 125% When this weapon hits: Acid Breath (10% chance level 1). Burst (radius 2) on crit: +6 acid Metal gloves protecting the hands up to the middle of the lower arm. |
heroic iron gauntlets of the starseeker (0 def, 5 armour) heroic iron gauntlets of the starseeker (0 def, 5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +5 Changes stats: +2 Cun / +2 Mag Changes resistances: +5% light / +5% darkness Mental save: +5 (+2 eff.) Maximum life: +41.00 Infravision radius: +1 When used to modify unarmed attacks: Base power: 14.5 - 20.3 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +4 Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 125% When this weapon hits: Battle Shout (10% chance level 1). Burst (radius 2) on crit: +10 light / +11 darkness It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 29.67 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
temporal rough leather gloves of dexterity (+2) (0 def, 1 armour) temporal rough leather gloves of dexterity (+2) (0 def, 1 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+6 eff.) Armour: +1 Damage (Melee): 5 temporal Damage (Ranged): 6 temporal Changes stats: +2 Dex Changes resistances: +7% temporal Changes damage: +4% temporal When used to modify unarmed attacks: Base power: 6.5 - 7.2 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +6 Armour Penetration: +1 Crit. chance: +6.0% Attack speed: 167% On weapon hit: * 5% chance to gain 10% of a turn (3/turn limit) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% light / +10% lightning Changes damage: +10% light / +10% lightning It can be used to activate talent Call Lightning (costing 20 power out of 30/30) : Effective talent level: 1.0 Power cost: 20 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 24.81 to 74.43 lightning damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
Geterak (2 def, 0 armour) Geterak (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Fatigue: -2% Effects on melee hit: * 20 arcane resource burn Changes stats: +1 Str / +5 Wil Changes resistances: +6% darkness Physical save: +7 (+3 eff.) Infravision radius: +3 A pointy cloth hat, very wizardly... |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. 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 (+6 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+6 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
bladed iron helm of trickery (0 def, 3 armour) bladed iron helm of trickery (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +3 Fatigue: +5% Damage when hit (Melee): 5 physical Changes stats: +3 Str / +2 Dex / +2 Cun It can be used to activate talent Skullcracker, 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: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 107.0 Physical damage. If the attack hits, the target is confused (39% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
spiked rough leather armour of the void (1 def, 2 armour) spiked rough leather armour of the void (1 def, 2 armour)Requires: - Strength 10 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Fatigue: +6% Damage (Melee): 5 darkness Damage (Ranged): 6 darkness Damage when hit (Melee): 11 physical Changes resistances: +11% darkness / +11% temporal Defense after a teleport: +13 Resist all after a teleport: +10% New effects duration reduction after a teleport: +13% It can be used to blink to a nearby random location (rad 7), putting all charms on cooldown for 25 turns. 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 Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When wielded/worn: Armour: +8 Defense: +8 (+3 eff.) Fatigue: +12% Changes resistances: +15% cold / +10% fire Talent granted: +2 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
4 agate 4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 aquamarine 3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz 3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Ce'Nilaith the Blazeglory (dig speed 27 turns) Ce'Nilaith the Blazeglory (dig speed 27 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 8 light Changes stats: +1 Str Changes damage: +12% light Mental crit. chance: +3% Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (72 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
nightwalker's brass lantern of health nightwalker's brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Physical power: +5 (+2 eff.) Changes stats: +3 Wil Critical mult.: +11.00% Maximum life: +44.00 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. |
scorching brass lantern of clarity scorching brass lantern of clarityPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 12 fire Changes resistances: +5% fire Mental save: +6 (+3 eff.) Light radius: +2 See stealth: +7 See invisible: +7 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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
2 amethyst 2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 ametrine 4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine 5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon 3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10
Got a character to level 10.By Shena Emptyhand the Thalore Brawler level 10
12nd Haze 122nd year of Ascendancy at 02:53 see stats
The Arena
Unlocked Arena mode.By Shena Emptyhand the Thalore Brawler level 11
15th Haze 122nd year of Ascendancy at 04:20 see stats
The secret city
Discovered the truth about mages.By Shena Emptyhand the Thalore Brawler level 11
18th Haze 122nd year of Ascendancy at 12:57 see stats
Log
Elevea the snow giant chieftain shrugs off the critical damage!
Shena Emptyhand hits Elevea the snow giant chieftain for 23 physical, 0 arcane, 6 nature, 5 nature (35 total damage).
Shena Emptyhand hits Snow giant thunderer for 6 nature damage.
Elevea the snow giant chieftain hits Shena Emptyhand for (8 resist armour), 0 physical, (8 resist armour), 0 cold (0 total damage).
Talent Concussive Punch is ready to use.
Elevea the snow giant chieftain uses Dual Strike.
Elevea the snow giant chieftain performs a melee critical strike against Shena Emptyhand!
Shena Emptyhand resists the stunning strike!
Elevea the snow giant chieftain misses Shena Emptyhand.
Snow giant boulder thrower uses Throw Boulder.
Snow giant boulder thrower hurls a huge boulder at Shena Emptyhand!
Shena Emptyhand is knocked back!
Elevea the snow giant chieftain is knocked back!
Shena Emptyhand hits Elevea the snow giant chieftain for 4 nature damage.
Elevea the snow giant chieftain receives 63 healing.
Elevea the snow giant chieftain hits Shena Emptyhand for (9 resist armour), 16 physical, (9 resist armour), 1 cold (17 total damage).
Snow giant boulder thrower hits Shena Emptyhand for (9 resist armour), 127 physical (127 total damage).
Snow giant boulder thrower hits Elevea the snow giant chieftain for 133 physical damage.
Shena Emptyhand the level 15 thalore brawler was tortured to death by a snow giant boulder thrower on level 3 of Daikara.
You have 3 life(s) left.
Shena Emptyhand's aura of power vanishes.
Shena Emptyhand deactivates Striking Stance.
Shena Emptyhand deactivates Chant of Fortitude.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Snow giant boulder thrower killed Shena Emptyhand!
Saving done.
Saving game...
Saving done.
