Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 0.9.43 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Temporal Warden |
| Level / Exp | 12 / 54% |
| Size | medium |
| Lifes / Deaths | Killed by rogue at level 2 on the 76th Pyre 122nd year of Ascendancy at 20:01 0 / 5Killed by fox at level 2 on the 77th Pyre 122nd year of Ascendancy at 00:54 Killed by Khdi the shalore at level 12 on the 3rd Flare 122nd year of Ascendancy at 12:36 Killed by Brruwis the halfling at level 12 on the 3rd Flare 122nd year of Ascendancy at 13:28 Killed by Mikhail at level 12 on the 3rd Flare 122nd year of Ascendancy at 13:40 |
Primary Stats
| Strength | 13 (base 13) |
| Dexterity | 22 (base 20) |
| Constitution | 11 (base 11) |
| Magic | 22 (base 20) |
| Willpower | 30 (base 30) |
| Cunning | 14 (base 11) |
Resources
| Life | 274/274 |
| Positive | 1/83 |
| Stamina | 183/183 |
| Paradox | 402 |
| Healing Factor | 1 |
| Regeneration | 0.25 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -56% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 1 |
| Infravision | 6 |
Offense: Mainhand
| Damage | 18 |
| Accuracy | 34 |
| Crit Chance | 2% |
| APR | 10 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 21 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23.3 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +4% |
| Fire | +9% |
| Mind | +4% |
Defense: Base
| Armour (hardiness) | 2 (30%) |
| Defense | 15.2 |
| Ranged Defense | 15.2 |
| Fatigue | 0 |
| Physical Save | 8.4 |
| Spell Save | 18.2 |
| Mental Save | 15.4 |
Defense: Resistances
| Mind | + 6%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Poison Resistance | 30% |
Inscriptions (3/3)
| Infusion | Effective talent level: 1.0 RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Description: Activate the infusion to heal yourself for 208 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusion | Effective talent level: 1.0 WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
| Infusion | Effective talent level: 1.0 SunUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 28). It will also blind any creatures caught inside (power 56) for 4 turns. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Archery - bows | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Speed Control | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Spacetime Folding | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Chronomancy / Temporal Combat | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Time Travel | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Dual weapons | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.00 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 0/5 |
| 0/10 |
| 3/5 |
| 1/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here, you float in the air. Movement three times as slow, any melee or archery blows have a chance to knockback. Maximum encumberance 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. | active |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Magic by +2. | done |
You abandoned lone alchemist to death. Escort: lone alchemist (level 1 of Old Forest) | failed |
You failed to protect the lone alchemist from death by copperhead snake. Escort: lone alchemist (level 3 of Trollmire) | failed |
You successfully escorted the lost anorithil to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost anorithil (level 2 of Ruins of Kor'Pul)As a reward you improved talent Healing Light (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You 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 the Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * You've found the needed honey tree root. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' | 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 |
Equipment
| Tool | Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. A huge tooth taken from the Mouth, in the Deep Bellow. |
| Quiver | battle-ranger's quiver of elm arrows of gravity (28/29, 11-15.4 power, 5 apr) battle-ranger's quiver of elm arrows of gravity (28/29, 11-15.4 power, 5 apr)Requires: - Dexterity 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 11.0 - 15.4 Uses stats: 70% Dex, 50% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +1.0% Capacity: 29 Special effect when this weapon hits: 10% chance to crush the target Damage when this weapon hits(ranged): +6 gravity When wielded/worn: Ammo reloads per turns: +2 Arrows are used with bows to pierce your foes to death. |
| Around neck | Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumberance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
| Main armor | Eel-skin armour (10 def, 1 armour) Eel-skin armour (10 def, 1 armour)Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +1 Defense: +10 Fatigue: +2% Changes stats: +3 Cun / +2 Dex Poison immunity: +30% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 18 power out of 50/50) : Effective talent level: 2.0 Power cost: 18 out of 50/50. Range: 10.00 Travel Speed: instantaneous Description: Calls forth a powerful beam of lightning doing 33.65 to 100.96 damage The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
| On hands | psychic's rough leather gloves (0 def, 1 armour) psychic's rough leather gloves (0 def, 1 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage when the wearer hits(melee): 5 mind Changes resistances: +6% mind Changes damage: +4% mind Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Light source | Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind (remove a few detrimental mental effects), costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
| Cloak | linen cloak of resilience (1 def, 0 armour) linen cloak of resilience (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| In main hand | elm longbow of fire elm longbow of fireRequires: - Dexterity 11 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Attack speed: 80% Firing range: +6 Damage when this weapon hits(ranged): +7 fire When wielded/worn: Changes damage: +9% fire Longbows are used to shoot arrows at your foes. |
Inventory
manasurge rune (722% regen over 10 turns; 36 instant mana) manasurge rune (722% regen over 10 turns; 36 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: 1 turn Is Spell: true Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 722% over 10 turns and instantly restoring 36 mana. 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. |
teleportation rune (range 20) teleportation rune (range 20)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: 18 Travel Speed: instantaneous Usage Speed: 1 turn Is Spell: true Description: Activate the rune to teleport randomly in a range of 20 with a minimum range of 15. 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. |
steel ring steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. |
Getelaran (10.5-15.75 power, 1 apr) Getelaran (10.5-15.75 power, 1 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 10.5 - 15.8 Uses stat: 120% Str Damage type: Physical Armour Penetration: +1 Physical crit. chance: +4.5% Attack speed: 100% Damage against: +10% Humanoid When wielded/worn: Changes stats: +2 Dex Physical save: +6 Massive two-handed battleaxes. |
flaming iron dagger of crippling (4.5-5.85 power, 5 apr) flaming iron dagger of crippling (4.5-5.85 power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 4.5 - 5.9 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Special effect when this weapon crits: cripple the target Burst (radius 1) on hit: +5 fire When wielded/worn: Physical crit. chance: +4.0% Sharp, short and deadly. |
hateful iron dagger of massacre (9.5-12.35 power, 5 apr) hateful iron dagger of massacre (9.5-12.35 power, 5 apr)Requires: - Dexterity 11 Crafted by a master Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Damage when this weapon hits: +5 darkness Damage against: +5% Humanoid Sharp, short and deadly. |
huntsman's steel dagger of crippling (9.5-12.35 power, 6 apr) huntsman's steel dagger of crippling (9.5-12.35 power, 6 apr)Requires: - Dexterity 16 Infused by nature Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 9.5 - 12.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Special effect when this weapon crits: cripple the target Damage when this weapon hits: +6 nature Damage against: +7% Animal When wielded/worn: Physical crit. chance: +4.0% Sharp, short and deadly. |
huntsman's steel dagger of erosion (9-11.7 power, 6 apr) huntsman's steel dagger of erosion (9-11.7 power, 6 apr)Requires: - Dexterity 16 Infused by nature 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 9.0 - 11.7 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage when this weapon hits: +8 nature / +7 temporal Damage against: +6% Animal Sharp, short and deadly. |
arcing iron greatsword of massacre (15.5-24.8 power, 1 apr) arcing iron greatsword of massacre (15.5-24.8 power, 1 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 15.5 - 24.8 Uses stat: 120% Str Damage type: Physical Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Special effect when this weapon hits: 25% chance for lightning to arc to a second target Damage when this weapon hits: +8 lightning Massive two-handed swords. |
thought-forged steel greatsword of crippling (20.5-32.8 power, 2 apr) thought-forged steel greatsword of crippling (20.5-32.8 power, 2 apr)Requires: - Strength 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 20.5 - 32.8 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% Special effect when this weapon crits: cripple the target Damage when this weapon hits: +10 mind Damage conversion: 30% mind When wielded/worn: Physical crit. chance: +8.0% Changes stats: +2 Wil Massive two-handed swords. |
elm longbow of power elm longbow of powerRequires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Attack speed: 80% Firing range: +6 When wielded/worn: Changes resistances penetration: +9% physical Changes damage: +9% physical Longbows are used to shoot arrows at your foes. |
hateful steel mace of phasing (14-19.6 power, 9 apr) hateful steel mace of phasing (14-19.6 power, 9 apr)Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 14.0 - 19.6 Uses stat: 100% Str Damage type: Physical Armour Penetration: +9 Physical crit. chance: +1.0% Attack speed: 100% Damage Shield penetration (this weapon only): +10% Damage when this weapon hits: +6 darkness Damage against: +5% Humanoid Blunt and deadly. |
iron mace of massacre (11-15.4 power, 2 apr) iron mace of massacre (11-15.4 power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 11.0 - 15.4 Uses stat: 100% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% Blunt and deadly. |
horrifying vined mindstar (4-4.4 power, 18 apr, nature damage) horrifying vined mindstar (4-4.4 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.0 - 4.4 Uses stats: 35% Wil, 15% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when the wearer is hit: 2 mind / 2 darkness Changes damage: +3% mind / +3% darkness Mindpower: +2 Mental crit. chance: +2% 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. |
horrifying vined mindstar of balance (5-5.5 power, 18 apr, nature damage) horrifying vined mindstar of balance (5-5.5 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 35% Wil, 15% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when the wearer is hit: 3 mind / 3 darkness Changes damage: +3% mind / +3% darkness Physical save: +2 Spell save: +2 Mental save: +3 Equilibrium when hit: +0.50 Mindpower: +2 Mental crit. chance: +2% 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. |
nature's mossy mindstar of balance (2-2.2 power, 12 apr, nature damage) nature's mossy mindstar of balance (2-2.2 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.0 - 2.2 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: Changes resistances: +2% blight Changes damage: +2% nature Physical save: +3 Spell save: +2 Mental save: +3 Disease immunity: +11% Equilibrium when hit: +0.60 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. |
vined mindstar of balance (5.5-6.05 power, 18 apr, mind damage) vined mindstar of balance (5.5-6.05 power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 35% Wil, 15% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical save: +2 Spell save: +2 Mental save: +2 Equilibrium when hit: +0.90 Mindpower: +2 Mental crit. chance: +2% 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. |
balanced iron waraxe of massacre (12-16.8 power, 2 apr) balanced iron waraxe of massacre (12-16.8 power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +6 Defense: +6 One-handed war axes. |
insidious steel waraxe of purging (9-12.6 power, 3 apr) insidious steel waraxe of purging (9-12.6 power, 3 apr)Requires: - Strength 16 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 9.0 - 12.6 Uses stat: 100% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% Special effect when this weapon hits: 25% chance to remove a magical effect Damage when this weapon hits: +6 nature / +10 insidious poison One-handed war axes. |
thought-forged iron waraxe (5.5-7.7 power, 2 apr) thought-forged iron waraxe (5.5-7.7 power, 2 apr)Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 5.5 - 7.7 Uses stat: 100% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Damage when this weapon hits: +6 mind Damage conversion: 27% mind When wielded/worn: Changes stats: +1 Wil One-handed war axes. |
mindwoven linen robe of lightning (+15%) (0 def, 0 armour) mindwoven linen robe of lightning (+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: +15% lightning Changes damage: +10% lightning Mindpower: +2 Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven woollen robe (0 def, 0 armour) spellwoven woollen robe (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Spellpower: +3 Spell crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
traveler's pair of iron boots (0 def, 3 armour) traveler's pair of iron boots (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -2% Maximum encumberance: +22 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
insulating iron helm of constitution (+3) (0 def, 3 armour) insulating iron helm of constitution (+3) (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Con Changes resistances: +6% cold / +6% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stabilizing iron helm (0 def, 3 armour) stabilizing iron helm (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Physical save: +6 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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 Gems can be sold for money or used in arcane rituals. |
spinel 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 320/400. 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. |
Daystinger (18/18, 16-19.2 power, 2 apr) Daystinger (18/18, 16-19.2 power, 2 apr)Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 16.0 - 19.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 18 Damage when this weapon hits(ranged): +4 light Burst (radius 1) on hit: +12 light Burst (radius 2) on crit: +4 light Shots are used with slings to pummel your foes to death. |
huntsman's pouch of iron shots (14/14, 8-9.6 power, 1 apr) huntsman's pouch of iron shots (14/14, 8-9.6 power, 1 apr)Requires: - Dexterity 11 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 8.0 - 9.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 14 Damage when this weapon hits(ranged): +6 nature Damage against: +6% Animal Shots are used with slings to pummel your foes to death. |
2 amethyst 2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +3% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +3% all Spell crit. chance: +2% Mental crit. chance: +2% 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
Log
Brruwis the halfling casts Lightning.
Brruwis the halfling hits Mikhail for 123 lightning damage.
Mikhail hits Brruwis the halfling for 35 physical, 6 physical, 8 fire, 13 temporal damage (total 60.69).
Mikhail hits Khdi the shalore for 30 physical, 6 physical, 8 fire, 13 temporal damage (total 55.58).
Brruwis the halfling hits Mikhail for 26 fire damage.
Mikhail uses Infusion: Regeneration.
Mikhail starts regenerating health quickly.
Brruwis the halfling casts Manathrust.
Brruwis the halfling hits Mikhail for 95 arcane damage.
Brruwis the halfling killed Mikhail!
Mikhail the level 12 cornac temporal warden was energised to death by Brruwis the halfling on level 1 of Ambush!.
You have no more lives left.
Mikhail stops burning.
Mikhail deactivates Strength of Purpose.
You carry too much--you are encumbered!
Drop some of your items.
Mikhail stops regenerating health quickly.
Mikhail deactivates Displace Damage.
Mikhail deactivates Weapon Folding.
You are no longer encumbered.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving done.
Saving done.
Saving game...
Talent Time Skip is ready to use.
Talent Piercing Arrow is ready to use.
Saving done.
Saving done.
Saving game...
