Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
Addons | Items Vault 1.2.0Donators/Buyers bonus! Forgeknight 1.2.5The basic idea behind the class of the Forge Knight is that of armor and weapon crafting. While item manipulation is already part of the game in form of some talents like Stone Alchemy's Imbue item or Finer energy manipulations' Reshape Weapon/Armour, class talents of the Forge Knight go one step further and allow the recreation of a piece of armour (body, helm, shield) or weapon (metallic, non-archery). The underlying crafting process is pretty simple: an existing item is being used as raw material for the creation of a new item of the same basic type and subtype. The original item is being consumed during the crafting process. Crafted items are initially basic items (white display colour) enhanced by certain bonuses like combat damage or armour and defense values. The development of passive talents allows for a broader spectrum of enhancements on the crafted weapon. Eventually, a Forge Knight learns to craft items with innate extra properties, like a developed ego (green/blue/violett display-colours) and powerful talents, which the Forge Knight gains access to while wielding the crafted item . In addition to two talent types dedicated to crafting (weapons, armours), the Forge Knight gets two additional unique talent types (class, generic) covering combat and passives, as well as several talent types from those normally available to members of the warrior classtree. The class idea was partly inspired by the concept of the Enchanter class in Arcanum from House Pet, which I had alot of fun with, and the desire to build a variation of a smith-class, which doesn't exist so far in Maj'Eyal. Addendum: - Fixed compatibility with grayswandirs weapons pack: alternative damage modificators are now enhanced too. Reduced Abuse: - any antimagic item that is being used for forging will result in forged items with an antimagic powersource Revision: - removed access to regular shield/dualwielding/2handed-talent-trees from the Forge Knight Refine & Restore: - Refine Items: Learning or putting a point into the talents "Armour Forging" or "Weapon Forging" gives access to a skill, that lets you upgrade your forged items towards your current skill level in the different talents of the forge group. Only properties that were put onto a forged item via the forge-skill previously will be affected and only items that have been forged after this patch can be refined. Forbid Nature / Arcane: - If you are too distant to nature (e.g. undead), you won't forge items which grant you wild-gift-talents anymore (unless you forge items powered by antimagic forces). Refinement Fix: - Fixed an issue, where after refining an equiped weapon or armor some properties (like resists) wouldn't be registered properly Small Fix (15.01.2015): Fix weapons_of_projection (24.01.2015): |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Skeleton |
Class | Forge Knight |
Level / Exp | 15 / 34% |
Size | medium |
Lifes / Deaths | Killed by Porerin the ink squid at level 15 on the 41st Dusk 122nd year of Ascendancy at 18:16 / 1 |
Primary Stats
Strength | 35 (base 19) |
Dexterity | 34 (base 27) |
Constitution | 39 (base 38) |
Magic | 28 (base 10) |
Willpower | 23 (base 10) |
Cunning | 21 (base 10) |
Resources
Life | -38/534 |
Stamina | 196/196 |
Healing Factor | 1.3 |
Regeneration | 11.843536950494 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +52.72337093455% |
Spell | 0% |
Global | +76.923076923077% |
Vision
Sight | 10 |
Lite | 1 |
Infravision | 10 |
See Stealth | 8 |
See Invisible | 7 |
Offense: Mainhand
Damage | 47 |
Accuracy | 24 |
Crit Chance | 18% |
APR | 10 |
Speed | 1.00 |
Offense: Offhand
Damage | 26 |
Accuracy | 24 |
Crit Chance | 15% |
APR | 10 |
Speed | 1.00 |
Offense: Spell
Spellpower | 26.5 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 26.25 |
Crit Chance | 4% |
Speed | 1 |
Defense: Base
Armour (hardiness) | 33.19 (73.452380952381%) |
Defense | 11.4 |
Ranged Defense | 11.4 |
Fatigue | 0 |
Physical Save | 35.45 |
Spell Save | 27.425 |
Mental Save | 23.7 |
Defense: Resistances
All | + 7%( 70%) |
Defense: Immunities
Stun Resistance | 6% |
Confusion Resistance | 26% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 20% |
Disarm Resistance | 25% |
Bleed Resistance | 100% |
Instadeath Resistance | 100% |
Pinning Resistance | 6% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of heat, doing 44.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 7. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 22%, your defense is increased by 22 and all your resistances by 22%. Its effects scale with your Willpower stat. |
Class Talents
Technique / Armor forging | 1.40 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Bloodthirst | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Weapon forging | 1.40 |
| 3/5 |
| 2/5 |
| 3/5 |
| 3/5 |
Technique / Forge powers | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Forgeknight combat expertise | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Forgeknight combat maneuvers | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Forger's endurance | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Undead / Skeleton | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 3/5 |
Effects
beneficial effect | The target is under the effect of the cloak of deception, making it look alive. Cloak of Deception |
detrimental effect | Reduces global action speed by 30%. Slow |
beneficial effect | The target is recovering 23 life each turn. Recovery |
detrimental effect | The target is blinded, unable to see anything. Blinded |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | The target is pinned to the ground, unable to move. Pinned to the ground |
Quests
You failed to protect the injured seer from death by bee swarm. Escort: injured seer (level 2 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Norgos Lair. Escort: lone alchemist (level 2 of Norgos Lair)As a reward you improved Magic by +2. | done |
You abandoned worried loremaster to death. Escort: worried loremaster (level 3 of Norgos Lair) | 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 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 |
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 |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
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 | dreamer's pair of rough leather boots of tirelessness (0 def, 1 armour) dreamer's pair of rough leather boots of tirelessness (0 def, 1 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Physical save: +5 Spell save: +5 Mental save: +6 Stamina each turn: +0.30 Maximum stamina: +12.00 A pair of boots made of leather. |
Quiver | quiver of elm arrows of erosion (17/17, 13-18.2 power, 5 apr) quiver of elm arrows of erosion (17/17, 13-18.2 power, 5 apr)Requires: - Dexterity 11 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 13.0 - 18.2 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +1.0% Capacity: 17 Damage (Ranged): +5 nature / +5 temporal Arrows are used with bows to pierce your foes to death. |
Light source | Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 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. |
On head | grounding iron helm of strength (+3) (0 def, 3 armour) grounding iron helm of strength (+3) (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Str Changes resistances: +6% lightning / +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Wyrmbreath (0 def, 4 armour) Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 2.0 Power cost: 24 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 128.27 fire damage over 3 turns. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
Tool | Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 Mindpower: +3 It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 45 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
On fingers | Erelurakhad ErelurakhadPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 12 blight Changes resistances: +3% blight Changes resistances penetration: +5% blight Blindness immunity: +20% Infravision radius: +4 See stealth: +8 See invisible: +7 Rings can have magical properties. |
On fingers | savage's steel ring of clarity savage's steel ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +1 Con Spell save: +12 Mental save: +6 Confusion immunity: +26% Maximum stamina: +10.00 Rings can have magical properties. |
Around neck | Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
In main hand | Spellblaze Shard (20-26 power, 10 apr) Spellblaze Shard (20-26 power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +10 blight / +10 fire burn Burst (radius 2) on crit: +20 infective blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
In off hand | Umbral Razor (25-32.5 power, 10 apr) Umbral Razor (25-32.5 power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 45% Str, 10% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +9.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 8 power out of 10/10) : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 78.63 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Cloak | Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 Spellpower: +5 Mindpower: +5 A black cloak, with subtle illusion enchantments woven into its very fabric. |
Main armor | forged steel mail armour (3 def, 17 armour) forged steel mail armour (3 def, 17 armour)Requires: - Strength 20 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +17 Defense: +3 Fatigue: +14% Changes resistances: +2% lightning Physical save: +8 Cut immunity: +6% Pinning immunity: +6% Stun/Freeze immunity: +6% Life regen: +1.05 Maximum life: +41.00 A suit of armour made of mail. |
Inventory
phase door rune (range 6; power 15; dur 4) phase door rune (range 6; power 15; dur 4)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: 8 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 6. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 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. |
starlit steel amulet of willpower (+4) starlit steel amulet of willpower (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Changes resistances: +11% light / +12% darkness Blindness immunity: +20% Amulets can have magical properties. |
titan's copper ring titan's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Physical save: +4 Rings can have magical properties. |
Islira (10.5-13.65 power, 6 apr) Islira (10.5-13.65 power, 6 apr)Requires: - Dexterity 16 Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 10.5 - 13.7 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +6 mind Burst (radius 1) on hit: +4 arcane When wielded/worn: Changes resistances: +5% arcane It can be used to project an attack as mind damage doing 150% weapon damage at range 10, placing all other charms into a 6 cooldown. Sharp, short and deadly. |
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. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 55% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 Physical crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 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. |
iron dagger (11-14.3 power, 5 apr) iron dagger (11-14.3 power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 11.0 - 14.3 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
iron greatmaul (17.5-26.25 power, 1 apr) iron greatmaul (17.5-26.25 power, 1 apr)Requires: - Strength 11 5.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 17.5 - 26.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. mighty yew longbowmighty yew longbow Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 When wielded/worn: Physical power: +8 Changes stats: +2 Str Longbows are used to shoot arrows at your foes. |
forged iron longsword (14.5-20.3 power, 7 apr) forged iron longsword (14.5-20.3 power, 7 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 14.5 - 20.3 Uses stat: 108% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +14 Armour Penetration: +7 Physical crit. chance: +4.5% Attack speed: 105% On weapon crit: * splashes the target with acid Damage (Melee): +7 cold When wielded/worn: Changes damage: +6% light Sharp, long, and deadly. |
iron longsword (10-14 power, 2 apr) iron longsword (10-14 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 10.0 - 14.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
Umbrabreeze the steel mace (20.5-28.7 power, 3 apr) Umbrabreeze the steel mace (20.5-28.7 power, 3 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Base power: 20.5 - 28.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc This weapon will act as a psionic focus. Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% On weapon hit: * 14% chance to cause random insanity Damage (Melee): +8 mind / +8 light Damage against: +8% Undead When wielded/worn: Changes stats: +2 Cun / +3 Wil Changes resistances: +6% darkness Changes resistances penetration: +25% darkness Changes damage: +9% darkness Blunt and deadly. |
forged iron mace (16.5-23.1 power, 2 apr) forged iron mace (16.5-23.1 power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 16.5 - 23.1 Uses stat: 108% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. yew magestaff (20-24 power, 4 apr, cold element)yew magestaff (20-24 power, 4 apr, cold element) Requires: - Magic 24 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% cold Talent granted: +1 Command Staff Spellpower: +9 Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
forged steel waraxe (18.5-25.9 power, 8 apr) forged steel waraxe (18.5-25.9 power, 8 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 18.5 - 25.9 Uses stat: 108% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +14 Armour Penetration: +8 Physical crit. chance: +6.0% Attack speed: 105% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +11 lightning When wielded/worn: Changes damage: +7% nature One-handed war axes. |
iron waraxe of vileness (11.5-16.1 power, 2 apr) iron waraxe of vileness (11.5-16.1 power, 2 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 5% chance to disease Damage (Melee): +6 blight One-handed war axes. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
nightruned rough leather belt of the giants nightruned rough leather belt of the giantsPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 Changes resistances: +6% light / +5% darkness Spell save: +6 Size category: +1 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. cashmere robe (2 def, 0 armour)cashmere robe (2 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Blindstone (0 def, 1 armour) Blindstone (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Mag Changes resistances penetration: +10% arcane / +5% light Changes damage: +4% arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Murktrencher (0 def, 1 armour) Murktrencher (0 def, 1 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 Armour: +1 Damage when hit (Melee): 4 arcane Changes stats: +3 Dex Metal gloves protecting the hands up to the middle of the lower arm. |
linen wizard hat (1 def, 0 armour) linen wizard hat (1 def, 0 armour)2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 A pointy cloth hat, very wizardly... |
miner's rough leather cap of constitution (+3) (0 def, 2 armour) miner's rough leather cap of constitution (+3) (0 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 Fatigue: +1% Changes stats: +3 Con Infravision radius: +1 A cap made of leather. |
forged iron mail armour (2 def, 7 armour) forged iron mail armour (2 def, 7 armour)Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +7 Defense: +2 Fatigue: +12% A suit of armour made of mail. |
steel plate armour of acid resistance (4 def, 9 armour) steel plate armour of acid resistance (4 def, 9 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 Fatigue: +22% Changes resistances: +15% acid A suit of armour made of metal plates. |
Coral Spray (8 def, 8 armour, 18 dam, 48 block) Coral Spray (8 def, 8 armour, 18 dam, 48 block)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 18.0 - 25.2 Uses stat: 140% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 Fatigue: +12% Changes resistances: +10% fire / +15% cold Talent granted: +2 Block Maximum air capacity: +20.00 Special effect on block: Chance that a blast of icy cold water will spray at the target. A chunk of jagged coral, dredged from the ocean. |
acidic steel shield of arcane resistance (+11%) (6 def, 2 armour, 14.5 dam, 36.5 block) acidic steel shield of arcane resistance (+11%) (6 def, 2 armour, 14.5 dam, 36.5 block)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature Infused by arcane disrupting forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 14.5 - 17.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +36 On weapon hit: * 11% chance to corrode armor When wielded/worn: Armour: +2 Defense: +6 Ranged Defense: +6 Fatigue: +8% Damage (Melee): 6 acid Damage when hit (Melee): 15 acid Changes resistances: +11% arcane Talent granted: +2 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. dwarven-steel shield of cold resistance (+18%) (8 def, 2 armour, 34.5 dam, 81 block)dwarven-steel shield of cold resistance (+18%) (8 def, 2 armour, 34.5 dam, 81 block) Requires: - Strength 24 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 34.5 - 41.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +81 When wielded/worn: Armour: +2 Defense: +8 Ranged Defense: +8 Fatigue: +12% Changes resistances: +18% cold Talent granted: +3 Block Handheld deflection devices. |
forged iron shield (3.5 def, 4.5 armour, 12 dam, 15.5 block) forged iron shield (3.5 def, 4.5 armour, 12 dam, 15.5 block)Requires: - Strength 11 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 12.0 - 14.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +16 When wielded/worn: Armour: +4 Defense: +4 Ranged Defense: +4 Fatigue: +6% Talent granted: +1 Block Handheld deflection devices. |
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 Gems can be sold for money or used in arcane rituals. |
4 aquamarine 4 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
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. |
3 topaz 3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (dig speed 29 turns) miner's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 spinel 3 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. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: 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. |
Pocket-sized Forge Pocket-sized Forge25.00 Encumbrance. [Plot Item] Type: misc / misc When carried: Talent masteries: +0.10 Technique / Armor forging +0.10 Technique / Weapon forging Astonishingly, this miniature version of a forge is very heavy and hot. It radiates enough heat to melt any known metal and provides access to the power of The Forge, which Binds. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of 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. deadly pouch of dwarven-steel shots of accuracy (16/16, 38.5-46.2 power, 3 apr)deadly pouch of dwarven-steel shots of accuracy (16/16, 38.5-46.2 power, 3 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 38.5 - 46.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +11 Armour Penetration: +3 Physical crit. chance: +5.0% Capacity: 16 Shots are used with slings to pummel your foes to death. |
5 amethyst 5 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% Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. |
7 citrine 7 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. |
4 zircon 4 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 Gems can be sold for money or used in arcane rituals. |
Achievements
By Harrekwi the Skeleton Forge Knight level 13
16th Dusk 122nd year of Ascendancy at 09:27 see stats
By Harrekwi the Skeleton Forge Knight level 10
3rd Flare 122nd year of Ascendancy at 14:29 see stats
By Harrekwi the Skeleton Forge Knight level 13
25th Dusk 122nd year of Ascendancy at 20:11 see stats
By Harrekwi the Skeleton Forge Knight level 8
10th Mirth 122nd year of Ascendancy at 11:58 see stats
By Harrekwi the Skeleton Forge Knight level 13
38th Dusk 122nd year of Ascendancy at 21:19 see stats
Log
Harrekwi hits Water imp for 61 physical, 10 blight, 6 fire, 15 darkness, 16 physical (108 total damage).
Harrekwi killed Water imp!
The shield around Harrekwi crumbles.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Porerin the ink squid uses Mucus.
Ran for 2 turns (stop reason: hostile spotted to the east (Porerin the ink squid)).
Porerin the ink squid projects ink!
Harrekwi loses sight!
Ran for 1 turns (stop reason: didn't move).
Ran for 1 turns (stop reason: didn't move).
Ran for 3 turns (stop reason: taken damage).
Harrekwi slows down.
Something hits Harrekwi for 239 nature damage.
Ran for 1 turns (stop reason: didn't move).
Talent Bone Armour is ready to use.
Ran for 3 turns (stop reason: taken damage).
Harrekwi is recovering from the damage!
Harrekwi is pinned to the ground.
Something hits Harrekwi for 99 mind, 62 nature (161 total damage).
Harrekwi hits Something for (12 antimagic), 0 blight, (9 antimagic), 0 blight (0 total damage).
Harrekwi receives 30 healing.
Harrekwi misses Something.
Harrekwi misses Something.
Saving game...