Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | 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): Everything is Unique! 1.3.1Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.3.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Forge Knight |
| Level / Exp | 41 / 88% |
| Size | medium |
| Lifes / Deaths | Killed by Isletha the large brown snake at level 14 on the 3rd Mirth 122nd year of Ascendancy at 04:37 0 / 8Killed by Isletha the large brown snake at level 14 on the 3rd Mirth 122nd year of Ascendancy at 13:27 Killed by sick white wolf at level 16 on the 5th Mirth 122nd year of Ascendancy at 19:31 Killed by rogue at level 21 on the 8th Haze 122nd year of Ascendancy at 00:05 Killed by void horror at level 37 on the 10th Haze 122nd year of Ascendancy at 15:03 Killed by Xyta the sandworm at level 41 on the 15th Haze 122nd year of Ascendancy at 22:43 Killed by war hound at level 41 on the 16th Haze 122nd year of Ascendancy at 00:17 Killed by ritch flamespitter at level 41 on the 16th Haze 122nd year of Ascendancy at 00:48 |
Primary Stats
| Strength | 86 (base 50) |
| Dexterity | 70 (base 60) |
| Constitution | 53 (base 43) |
| Magic | 31 (base 10) |
| Willpower | 15 (base 10) |
| Cunning | 31 (base 10) |
Resources
| Life | -46/1310 |
| Psi | 105/105 |
| Stamina | 288/288 |
| Vim | 260/260 |
| Healing Factor | 1.25 |
| Regeneration | 139.60458346818 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +76.923076923077% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 3 |
| See Stealth | 6 |
| See Invisible | 5 |
Offense: Mainhand
| Damage | 78 |
| Accuracy | 69 |
| Crit Chance | 36% |
| APR | 51 |
| Speed | 0.84 |
Offense: Offhand
| Damage | 34 |
| Accuracy | 69 |
| Crit Chance | 38% |
| APR | 54 |
| Speed | 0.84 |
Offense: Spell
| Spellpower | 28.5 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22.95 |
| Crit Chance | 7% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 64.15 (100%) |
| Defense | 34.5 |
| Ranged Defense | 37 |
| Fatigue | 19 |
| Physical Save | 55.216666666667 |
| Spell Save | 30.55 |
| Mental Save | 33.05 |
Defense: Resistances
| All | + 10%( 70%) |
Defense: Immunities
| Stun Resistance | 65% |
| Confusion Resistance | 65% |
| Fear Resistance | 30% |
| Blind Resistance | 30% |
| Silence Resistance | 38% |
| Bleed Resistance | 30% |
| Disarm Resistance | 25% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 30% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 188 and cleanse 1 wound and poison effect. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 449 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Technique / Armor forging | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Forgeknight combat maneuvers | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Battle tactics | 1.00 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Forge powers | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Weapon forging | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Forgeknight combat expertise | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Forger's endurance | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 3/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| detrimental effect | Reduces global action speed by 30%. Slow |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | A flow of life spins around the target, regenerating 89.88 life per turn. Regeneration |
| beneficial effect | The target is recovering 51 life each turn. Recovery |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You 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 have explored the Maze and vanquished the Horned Horror. * 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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed pouch of luminous horror dust. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' | 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 within4 lumberjacks have died. | done |
Equipment
| On feet | Shadowoozer the pair of dwarven-steel boots (5 def, 4 armour) Shadowoozer the pair of dwarven-steel boots (5 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +5 (+2 eff.) Armour: +4 Defense: +5 (+2 eff.) Ranged Defense: +5 (+2 eff.) Fatigue: +3% Effects on melee hit: * 30% chance to inflict damage reduction Damage when hit (Melee): 8 darkness / 8 temporal Changes stats: +4 Str / +2 Con Changes resistances: +36% darkness / +23% temporal Changes resistances penetration: +9% physical / +15% darkness / +13% temporal Silence immunity: +38% Confusion immunity: +35% Stun/Freeze immunity: +35% Defense after a teleport: +16 Resist all after a teleport: +14% New effects duration reduction after a teleport: +16% It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage. If the attack hits, the target is dazed for 3 turns. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | scorching brass lantern of clarity scorching brass lantern of clarityPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 11 fire Changes resistances: +6% fire Mental save: +5 (+2 eff.) Light radius: +2 See stealth: +6 See invisible: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | masterforged dwarven-steel helm (3 def, 13.5 armour) masterforged dwarven-steel helm (3 def, 13.5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +14 Defense: +3 (+2 eff.) Fatigue: +4% Changes stats: +5 Dex Changes resistances: +27% darkness / +14% nature Talent mastery: +0.10 Technique / Superiority Talent granted: +2 Mental Shielding Mental save: +25 (+11 eff.) Blindness immunity: +30% Confusion immunity: +30% Fear immunity: +30% Stamina each turn: +2.00 Maximum stamina: +55.00 Infravision radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+4 eff.) Mindpower: +3 (+2 eff.) 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 58 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
| On fingers | gladiator's copper ring gladiator's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Changes stats: +5 Str / +4 Con Rings can have magical properties. |
| On fingers | sneakthief's copper ring of pilfering sneakthief's copper ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +14 (+4 eff.) Armour penetration: +8 Defense: +8 (+4 eff.) Changes stats: +5 Cun / +5 Dex It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
| Around waist | insulating rough leather belt of carrying insulating rough leather belt of carryingPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -4% Changes resistances: +6% cold / +6% fire Maximum encumbrance: +21 A belt that goes around your waist. |
| In main hand | reforged Runagarion the dwarven-steel longsword (141% power, 20 apr) reforged Runagarion the dwarven-steel longsword (141% power, 20 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 142% Range: 1.4x Uses stat: 117% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +40 Armour Penetration: +20 Physical crit. chance: +11.5% Attack speed: 119% When this weapon hits: Flameshock (10% chance level 3). Damage Shield penetration (this weapon only): +20% Damage (Melee): +18 cold / +12 arcane / +18 light Burst (radius 1) on hit: +21 fire When wielded/worn: Armour penetration: +9 Physical crit. chance: +8.0% Changes stats: +1 Mag Changes resistances: +6% blight Changes damage: +10% lightning / +10% arcane Talent granted: +5 Ruin Critical mult.: +15.00% Spell save: +25 (+11 eff.) Spell crit. chance: +1% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% Sharp, long, and deadly. |
| On hands | Storm Bringer's Gauntlets (0 def, 3 armour) Storm Bringer's Gauntlets (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Mag Changes resistances: +15% lightning Changes resistances cap: +5% lightning Changes damage: +10% lightning Critical mult.: +20.00% Spell crit. chance: +5% When used to modify unarmed attacks: Power: 126% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +4.0% Attack speed: 83% When this weapon hits: Chain Lightning (20% chance level 3). When this weapon hits: Nova (15% chance level 2). Damage (Melee): +20 lightning It can be used to activate talent Chain Lightning (costing 16 power out of 16/16) : Effective talent level: 3.0 Power cost: 16 out of 16/16. Range: 10 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 33.07 to 99.21 damage and forking to another target. It can hit up to 6 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
| In off hand | reforged Zolendil (139% power, 23 apr) reforged Zolendil (139% power, 23 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 140% Range: 1.3x Uses stats: 54% Str, 54% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Accuracy: +40 Armour Penetration: +23 Physical crit. chance: +14.0% Attack speed: 119% When this weapon hits: Epidemic (10% chance level 3). On weapon hit: * 12% chance to disease Damage (Melee): +22 lightning / +8 light / +11 blight / +22 darkness Damage against: +12% Undead When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +14 Physical crit. chance: +7.0% Physical power: +4 (+1 eff.) Defense: +7 (+4 eff.) Changes damage: +9% physical / +12% mind / +12% fire Talent granted: +5 Deadly Strikes Critical mult.: +12.00% Physical save: +20 (+6 eff.) Disease immunity: +20% Disarm immunity: +25% Healing mod.: +25% Sharp, short and deadly. |
| Cloak | Wrap of Stone (0 def, 10 armour) Wrap of Stone (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.10 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+3 eff.) It can be used to activate talent Stone Wall (costing 60 power out of 60/60) : Effective talent level: 1.2 Power cost: 60 out of 60/60. Range: 7 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 4 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 93.70 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
| Main armor | reforged dwarven-steel mail armour 'Shadowglory' (5 def, 20 armour) reforged dwarven-steel mail armour 'Shadowglory' (5 def, 20 armour)Requires: - Strength 28 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +20 Defense: +5 (+2 eff.) Fatigue: +16% Damage when hit (Melee): 16 darkness / 25 physical Changes stats: +11 Str / +4 Con Changes resistances: +22% physical / +17% darkness / +14% cold Changes damage: +9% blight / +18% darkness Talent cooldown: Vigorous Assault (-3 turns) Physical save: +25 (+7 eff.) Cut immunity: +30% Pinning immunity: +30% Stun/Freeze immunity: +30% Life regen: +6.00 Maximum life: +232.00 Light radius: +2 A suit of armour made of mail. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and poison effect. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. acid wave rune (92 acid damage; dur 5; apply 22)acid wave rune (92 acid damage; dur 5; apply 22) 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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 92.00 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 22. The surge of natural acids will remove one detrimental magical effect from you. 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. |
This item will automatically be transmogrified when you leave the level. acid wave rune (167 acid damage; dur 5; apply 21)acid wave rune (167 acid damage; dur 5; apply 21) 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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 167.00 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 21. The surge of natural acids will remove one detrimental magical effect from you. 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. |
This item will automatically be transmogrified when you leave the level. restful gold amulet of visionrestful gold amulet of vision Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -4% Blindness immunity: +25% Life regen: +2.40 Infravision radius: +5 Sight radius: +2 See invisible: +10 Amulets can have magical properties. |
rogue's copper ring of light (+22%) rogue's copper ring of light (+22%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Changes resistances: +22% light Changes damage: +11% light Rings can have magical properties. |
wizard's gold ring of light (+20%) wizard's gold ring of light (+20%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Mag Changes resistances: +20% light Changes damage: +10% light Spell save: +8 (+4 eff.) Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. thunderous steel dagger of amnesia (101% power, 6 apr)thunderous steel dagger of amnesia (101% power, 6 apr) Requires: - Dexterity 16 Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 101% Range: 1.3x Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 12% chance to daze * 25% chance to put talents on cooldown When wielded/worn: Changes stats: +1 Str / +2 Dex / +2 Mag / +2 Wil / +3 Cun / +3 Con Changes resistances penetration: +6% lightning Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. hateful steel greatmaul of nature (129% power, 2 apr)hateful steel greatmaul of nature (129% power, 2 apr) Requires: - Strength 16 Infused by nature Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 130% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% Damage (Melee): +14 darkness Damage against: +16% Living When wielded/worn: Changes resistances: +6% all Changes resistances penetration: +10% nature Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. caustic yew longbow of powercaustic yew longbow of power Requires: - Dexterity 24 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 On weapon hit: * 10% chance to corrode armour When wielded/worn: Changes resistances penetration: +8% acid / +13% physical Changes damage: +14% physical Life regen: +1.60 Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. steel mace (104% power, 3 apr)steel mace (104% power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / mace ; tier 2 Power: 105% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. Singepulverizer the cashmere cloak (2 def, 6 armour)Singepulverizer the cashmere cloak (2 def, 6 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Damage when hit (Melee): 12 fire Changes resistances: +3% darkness Mental save: +12 (+6 eff.) Disarm immunity: +5% Stun/Freeze immunity: +5% Maximum life: +48.00 Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of dwarven-steel boots 'Shadowwyrd' (0 def, 4 armour) pair of dwarven-steel boots 'Shadowwyrd' (0 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +8 Physical crit. chance: +5.0% Physical power: +5 (+2 eff.) Armour: +4 Fatigue: -5% Effects on melee hit: * 15% chance to inflict damage reduction * 15% chance to daze Changes stats: +3 Wil / +4 Mag Changes resistances: +9% darkness Changes resistances penetration: +10% darkness / +5% fire Changes damage: +3% lightning / +12% fire Maximum encumbrance: +32 Physical save: +18 (+6 eff.) Spell save: +7 (+4 eff.) Mental save: +9 (+4 eff.) Spellpower: +5 (+2 eff.) It can be used to blink to a nearby random location (rad 10), putting all charms on cooldown for 25 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Flamewrought (0 def, 2 armour) 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 (+1 eff.) When used to modify unarmed attacks: Power: 89% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +1.0% Attack speed: 100% When this weapon hits: Flamespit (30% chance level 3). Damage (Melee): +10 fire Damage conversion: 100% fire 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 35.06 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. |
Xerura the rough leather cap (0 def, 1 armour) Xerura the rough leather cap (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Str / +2 Wil Changes resistances: +5% cold / +7% fire Changes damage: +9% mind / +9% arcane Grants telepathy: Demon/Major Humanoid/Orc Demon/Minor Mental save: +19 (+9 eff.) Mental crit. chance: +2% Light radius: +2 A cap made of leather. |
reforged Balarain the Hellreaper (4.5 def, 13.5 armour) reforged Balarain the Hellreaper (4.5 def, 13.5 armour)Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +14 Defense: +4 (+2 eff.) Fatigue: +12% Effects on melee hit: * 15% chance to corrode armour Damage when hit (Melee): 20 acid / 12 fire / 10 light Changes stats: +4 Wil Changes resistances: +9% acid / +6% physical / +26% darkness / +27% blight / +17% fire Changes damage: +3% fire Talent cooldown: Debilitating Strike (-2 turns) Talents granted: +1 Power Catalyst: Mind +2 Nature's Touch Physical save: +38 (+11 eff.) Cut immunity: +30% Pinning immunity: +30% Stun/Freeze immunity: +30% Life regen: +6.00 Maximum life: +178.00 Light radius: +4 A suit of armour made of mail. |
Coral Spray (8 def, 8 armour, 48 block) Coral Spray (8 def, 8 armour, 48 block)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) 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. |
reforged Bearath (6 def, 16 armour, 47.5 block) reforged Bearath (6 def, 16 armour, 47.5 block)Requires: - Strength 11 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +16 Armour Hardiness: +6% Defense: +6 (+3 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +6% Damage (Melee): 6 cold Damage when hit (Melee): 11 ice Changes resistances: +17% acid / +11% physical / +6% light / +9% fire / +12% cold Talents granted: +2 Corrosive Mist +1 Block Spell save: +14 (+7 eff.) Disarm immunity: +25% Knockback immunity: +25% Only die when reaching: -40.00 life Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. quiver of elven-wood arrows 'Giladuntir' (19/19, 156% power, 14 apr)quiver of elven-wood arrows 'Giladuntir' (19/19, 156% power, 14 apr) Requires: - Dexterity 35 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Power: 156% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Physical crit. chance: +15.5% Capacity: 19 On weapon hit: * 14% chance to disease * 20% chance to curse the target * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage (Ranged): +51 blight / +17 darkness / +24 arcane Burst (radius 1) on hit: +4 arcane / +18 fire Arrows are used with bows to pierce your foes to death. |
4 agate 4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 onyx 3 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 36 turns) iron pickaxe of endurance (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 emerald 3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 spinel 7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
2 garnet 2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Eremosin [power 107] (20 cooldown) Eremosin [power 107] (20 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to disease Changes stats: +1 Str / +4 Dex / +1 Wil / +1 Cun Changes resistances penetration: +10% blight Talents granted: +2 Rushing Claws +2 Lay Web It can be used to heal a target within range 6 (Willpower) for 107, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 4 stamina. Natural totems are made by powerful wilders to store nature power. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 quartz 2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 ametrine 4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine 6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon 3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Uniques)
Killed Ben Cruthdar the Cursed.By KurtaManjar the Cornac Forge Knight level 17
3rd Flare 122nd year of Ascendancy at 01:10 see stats
Level 10 (Uniques)
Got a character to level 10.By KurtaManjar the Cornac Forge Knight level 10
78th Pyre 122nd year of Ascendancy at 00:37 see stats
Level 20 (Uniques)
Got a character to level 20.By KurtaManjar the Cornac Forge Knight level 20
7th Haze 122nd year of Ascendancy at 22:28 see stats
Level 30 (Uniques)
Got a character to level 30.By KurtaManjar the Cornac Forge Knight level 30
8th Haze 122nd year of Ascendancy at 17:32 see stats
Level 40 (Uniques)
Got a character to level 40.By KurtaManjar the Cornac Forge Knight level 40
15th Haze 122nd year of Ascendancy at 20:54 see stats
The Arena (Uniques)
Unlocked Arena mode.By KurtaManjar the Cornac Forge Knight level 11
78th Pyre 122nd year of Ascendancy at 02:09 see stats
The secret city (Uniques)
Discovered the truth about mages.By KurtaManjar the Cornac Forge Knight level 18
1st Time of Equilibrium 122nd year of Ascendancy at 04:40 see stats
Log
Xyta the sandworm's devouring flames area effect hits War hound for 67 fire damage.
Xyta the sandworm's devouring flames area effect hits Turtle for 19 fire damage.
Xyta the sandworm's devouring flames area effect hits Ritch flamespitter for 6 fire damage.
Xyta the sandworm's devouring flames area effect hits Gigantic sandworm tunneler for 48 fire damage.
Xyta the sandworm's devouring flames area effect hits Slimy ooze for 67 fire damage.
Xyta the sandworm's devouring flames area effect hits Golem (servant of Cyryldavena the gigantic sandworm tunneler) for 55 fire damage.
Xyta the sandworm's devouring flames area effect hits Gigantic corrosive tunneler for 38 fire damage.
Xyta the sandworm receives 7 healing from Slimy ooze.
KurtaManjar hits War hound for 26 physical, 22 darkness, 12 fire, 8 temporal (68 total damage).
KurtaManjar hits Xyta the sandworm for 34 physical, 17 darkness, 5 fire, 8 temporal, 34 physical, 17 darkness, 5 fire, 8 temporal, 4 healing (129 total damage) [4 healing].
KurtaManjar hits Gigantic corrosive tunneler for 36 physical, 20 darkness, 6 fire, 8 temporal (71 total damage).
Xyta the sandworm receives 7 healing from Slimy ooze.
Xyta the sandworm receives 2 healing from Turtle.
Xyta the sandworm receives 2 healing from Turtle.
Xyta the sandworm receives 5 healing from Gigantic sandworm tunneler.
Gigantic corrosive tunneler hits KurtaManjar for 82 acid damage.
Xyta the sandworm receives 4 healing from Gigantic corrosive tunneler.
Xyta the sandworm receives 5 healing from Golem (servant of Cyryldavena the gigantic sandworm tunneler).
War hound hits KurtaManjar for 245 physical damage.
Xyta the sandworm receives 7 healing from War hound.
KurtaManjar slows down.
The unstable sand tunnel collapses!
Slimy ooze's Slime Spit hits KurtaManjar for 73 nature damage.
KurtaManjar receives 64 healing.
The unstable sand tunnel collapses!
Xyta the sandworm hits KurtaManjar for 16 nature damage.
KurtaManjar hits Xyta the sandworm for 34 physical, 17 darkness, 5 fire, 8 temporal, 34 physical, 17 darkness, 5 fire, 8 temporal (129 total damage).
Ritch flamespitter spits flames!
Ritch flamespitter's mind surges with critical power!
Saving game...
