











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Items Vault 1.6.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Marauder |
| Level / Exp | 13 / 84% |
| Size | medium |
| Lifes / Deaths | Killed by Silybeth the large brown snake at level 8 on the 3rd Mirth 122nd year of Ascendancy at 23:35 0 / 5Killed by Elysenn the wolf at level 8 on the 4th Mirth 122nd year of Ascendancy at 04:07 Killed by Layumima the cold drake hatchling at level 12 on the 1st Summertide 122nd year of Ascendancy at 09:05 Killed by red crystal at level 13 on the 3rd Flare 122nd year of Ascendancy at 19:55 Killed by Reaper at level 13 on the 3rd Flare 122nd year of Ascendancy at 20:00 |
Primary Stats
| Strength | 45 (base 38) |
| Dexterity | 40 (base 29) |
| Constitution | 13 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 10 (base 10) |
| Cunning | 17 (base 11) |
Resources
| Life | 266/266 |
| Stamina | 136/136 |
| Healing Factor | 1.2545901639344 |
| Regeneration | 8.5939426229506 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 65 |
| Accuracy | 48 |
| Crit Chance | 11% |
| APR | 30 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 49 |
| Accuracy | 48 |
| Crit Chance | 12% |
| APR | 33 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 18 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +14% |
| Light | +13% |
| Physical | +12% |
| Acid | +6% |
| Nature | +12% |
Offense: Damage Penetration
| Mind | +10% |
| Lightning | +5% |
Defense: Base
| Armour (hardiness) | 49.08934837382 (81.030927835052%) |
| Defense | 21 |
| Ranged Defense | 21 |
| Fatigue | 32 |
| Physical Save | 24 |
| Spell Save | 7 |
| Mental Save | 12 |
Defense: Resistances
| Darkness | + 6%( 70%) |
| Lightning | + 49%( 70%) |
| Light | + 39%( 70%) |
| Temporal | + 9%( 70%) |
| Nature | + 17%( 70%) |
| Physical | + 6%( 70%) |
| Cold | + 12%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 19% |
| Bleed Resistance | 20% |
| Confusion Resistance | 19% |
| Instadeath Resistance | 100% |
| Blind Resistance | 10% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 295 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 mental effect and reduce all damage taken by 19% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 154 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 420% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. |
Class Talents
| Technique / Duelist | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Bloodthirst | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Thuggery | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 3/5 |
| 3/5 |
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 |
| beneficial effect | Parrying melee and ranged attacks: Has a 60% chance to deflect up to 19 damage from the next 2.1 attack(s). Parried attacks cannot crit. Parrying |
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 successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved Dexterity by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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 |
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 |
Equipment
| On feet | Dazzlewolf (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +7% lightning / +6% temporal / +6% light / +3% darkness Changes damage: +3% light / +6% acid Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(50 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | iron helm 'Voruyanne' (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +3 Fatigue: +5% Changes stats: +3 Dex Changes resistances penetration: +10% mind Maximum hate: +8.00 Mindpower: +5 (+3 eff.) Mental crit. chance: +1% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Berylatharin (0 def, 10 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +13 (+4 eff.) Armour: +10 Fatigue: +3% Damage (Melee): 7 lightning / 6 nature Changes stats: +3 Dex Changes resistances: +6% lightning / +3% temporal / +6% nature / +3% light Changes damage: +4% lightning / +6% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Tulihad (dig speed 36 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +20 (+6 eff.) Changes stats: +1 Cun / +1 Str Changes resistances: +11% nature Changes damage: +6% nature Critical mult.: +5.00% Equilibrium when hit: +0.04 Mental crit. chance: +1% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | SaluthraCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +4 Str / +3 Con Mental save: +3 (+3 eff.) Life regen: +4.00 Rings can have magical properties. |
| On fingers | copper ring of lightning (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% lightning Changes damage: +10% lightning Rings can have magical properties. |
| Around neck | Lisalle the NightbearerInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +3% darkness / +6% physical Changes damage: +12% physical Stamina each turn: +0.30 Only die when reaching: -40.00 life Amulets can have magical properties. |
| In main hand | Elenagorn (21-29.4 power, 3 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Base power: 21.0 - 29.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Damage (Melee): +11 cold When wielded/worn: Life regen: +2.00 Only die when reaching: -80.00 life One-handed war axes. |
| Around waist | rough leather belt 'Sparksun'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances penetration: +5% lightning Reduces incoming crit damage: 15.00% Physical save: +9 (+5 eff.) Blindness immunity: +10% Cut immunity: +20% Life regen: +0.60 Healing mod.: +13% A belt that goes around your waist. |
| In off hand | arcing steel dagger of massacre (19.5-25.35 power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 19.5 - 25.4 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Sharp, short and deadly. |
| Cloak | linen cloak 'Iseba' (1 def, 11 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour penetration: +3 Physical crit. chance: +2.0% Physical power: +5 (+1 eff.) Armour: +11 Defense: +1 (+0 eff.) Changes stats: +1 Str Changes resistances: +12% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | iron plate armour of lightning resistance (0 def, 7 armour)Requires: - Massive armour training - Strength 22 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Fatigue: +22% Changes resistances: +16% lightning A suit of armour made of metal plates. |
Inventory
shatter afflictions rune of the sneak (absorb 45; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 45 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning 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 spell talent. |
grounding copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% lightning Stun/Freeze immunity: +22% Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level.wizard's copper ring of perseverance Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag Spell save: +4 (+4 eff.) Stun/Freeze immunity: +22% Life regen: +2.00 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.slime-covered iron battleaxe of persecution (14-21 power, 1 apr) Requires: - Strength 11 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 14.0 - 21.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 7% chance to slow global speed by 37% Damage against: +9% Unnatural When wielded/worn: Changes stats: +3 Wil Massive two-handed battleaxes. |
Bill's Tree Trunk (30-51 power, 7 apr)Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] 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 Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: It can be used to activate talent Shattering Blow (costing 20 power out of 20/20) : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 60% chance to shatter it. Armor reduction chance increases with your Physical Power. 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! |
This item will automatically be transmogrified when you leave the level.thought-forged iron greatsword of dampening (16.5-26.4 power, 1 apr) Requires: - Strength 11 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 16.5 - 26.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 19% chance to reduce all saves and defense by 12 Damage (Melee): +9 mind When wielded/worn: Changes stats: +3 Cun / +3 Wil Changes resistances: +10% acid / +12% lightning / +12% cold / +12% fire / +5% all Spell save: +9 (+9 eff.) Massive two-handed swords. |
SurefireRequires: - Dexterity 18 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 105% Firing range: +9 When wielded/worn: Accuracy: +12 (+4 eff.) Physical crit. chance: +5.0% Changes stats: +3 Dex Changes damage: +5% physical This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
This item will automatically be transmogrified when you leave the level.steady elm longbow of cold Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +6 Damage (Ranged): +9 cold When wielded/worn: Accuracy: +9 (+3 eff.) Physical crit. chance: +2.0% Changes damage: +14% cold Longbows are used to shoot arrows at your foes. |
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: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) 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 (+3 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 189.71 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
This item will automatically be transmogrified when you leave the level.mossy mindstar (2.5-2.75 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Mindpower: +2 (+2 eff.) 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. |
This item will automatically be transmogrified when you leave the level.Aladukan (15-18 power, 3 apr, arcane element) Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances penetration: +15% arcane / +5% acid Changes damage: +18% arcane Talent granted: +1 Command Staff Critical mult.: +12.00% Vim when firing critical spell: +2.00 Maximum vim: +10.00 Spellpower: +16 (+13 eff.) Spell crit. chance: +13% Staves designed for wielders of magic, by the greats of the art. |
Crystal Shard (16-19.2 power, 4 apr, physical element)Requires: - Magic 20 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 16.0 - 19.2 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% Damage conversion: 50% blight When wielded/worn: Changes resistances: +10% arcane / +10% blight Changes damage: +18% arcane / +18% blight Damage affinity(heal): +20% arcane Spellpower: +14 (+12 eff.) Spell crit. chance: +4% It can be used to create 2 living shards of crystal to serve you for 10 turns Activation costs 45 power out of 45/45. This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
Kor's Fall (10-12 power, 0 apr, fire element)Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +0 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+7 eff.) Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 6 power out of 6/6) : Effective talent level: 3.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 65.25 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (131). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
This item will automatically be transmogrified when you leave the level.iron waraxe of massacre (18-25.2 power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 18.0 - 25.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% One-handed war axes. |
This item will automatically be transmogrified when you leave the level.mindwoven linen robe of fire (+15%) (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all / +15% fire Changes damage: +10% fire Mental save: +16 (+12 eff.) Mindpower: +2 (+2 eff.) Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+2 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 26.11 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
This item will automatically be transmogrified when you leave the level.iron gauntlets of magic (+3) (0 def, 1 armour) Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Mag Changes damage: +3% arcane Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 15 power out of 30/30) : Effective talent level: 1.0 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 24.87 to 74.61 lightning damage (49.74 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
This item will automatically be transmogrified when you leave the level.Dazzletooth the iron helm (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +4 Armour: +3 Fatigue: +5% Changes stats: +3 Cun / +3 Dex Changes resistances penetration: +10% lightning Changes damage: +6% light / +9% cold Light radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.steel mail armour of spell shielding (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +5% arcane Spell save: +11 (+11 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.cleansing cured leather armour of fire resistance (6 def, 4 armour) Requires: - Strength 14 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +7% Changes resistances: +10% blight / +15% fire / +10% nature A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.iron plate armour 'Deepssin' (0 def, 13 armour) Requires: - Massive armour training - Strength 22 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +13 Fatigue: +22% Effects on melee hit: * 10% chance to reduce damage dealt by 11% Changes resistances: +6% acid / +3% temporal / +3% lightning Changes damage: +3% darkness Spell save: +9 (+9 eff.) A suit of armour made of metal plates. |
140 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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)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 Activation costs 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 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) Activation costs 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. |
This item will automatically be transmogrified when you leave the level.elm wand of lightning storm [power 116] (15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 26 lightning damage and will be dazed for 1 turn (132 total damage) Activation puts all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 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. |
citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Reaper the Cornac Marauder level 10
4th Mirth 122nd year of Ascendancy at 14:36 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Reaper the Cornac Marauder level 10
8th Mirth 122nd year of Ascendancy at 04:27 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Reaper the Cornac Marauder level 13
1st Flare 122nd year of Ascendancy at 03:31 see stats
Utterly Destroyed (Insane (Adventure) difficulty)
Died on the Eidolon Plane.By Reaper the Cornac Marauder level 13
3rd Flare 122nd year of Ascendancy at 20:00 see stats
Log
Burning from Red crystal hits Reaper for 22 fire damage.
Thorn Grab from Veleth the yellow ooze hits Reaper for 3 nature damage.
War hound hits Reaper for (19 parried), 13 physical (13 total damage).
Burning from Red crystal hits Reaper for 22 fire damage.
Thorn Grab from Veleth the yellow ooze hits Reaper for 3 nature damage.
War hound hits Reaper for (19 parried), 14 physical (14 total damage).
Reaper stops burning.
Thorn Grab from Veleth the yellow ooze hits Reaper for 3 nature damage.
Red crystal casts Flame Bolt.
Reaper is on fire!
Red crystal's Flame Bolt hits Reaper for 44 fire damage.
Reaper has finished recovering.
Burning from Red crystal hits Reaper for 15 fire damage.
Thorn Grab from Veleth the yellow ooze hits Reaper for 3 nature damage.
Burning from Red crystal hits Reaper for 15 fire damage.
Burning from Red crystal hits Reaper for 15 fire damage.
Reaper the level 13 cornac marauder was roasted to death by a red crystal on level 1 of Scintillating Caves.
You have no more lives left.
Reaper stops burning.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Burning from Red crystal killed Reaper!
Saving game...
Saving done.
Personal New Achievement: Utterly Destroyed (Insane (Adventure) difficulty)!
























































































