
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.0 |
Addons | Items Vault 1.0.0 Stone Wardens DLC Class 1.0.0 |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Shalore |
Class | Berserker |
Level / Exp | 19 / 26% |
Size | medium |
Lifes / Deaths | Killed by Lisodhema the shadowblade at level 14 on the 75th Haze 122nd year of Ascendancy at 04:33 0 / 6Killed by skeleton mage at level 16 on the 22nd Regrowth 123rd year of Ascendancy at 08:39 Killed by Xeryba the orc high cryomancer at level 16 on the 22nd Regrowth 123rd year of Ascendancy at 22:55 Killed by Urkis, the High Tempest at level 18 on the 62nd Regrowth 123rd year of Ascendancy at 01:47 Killed by Eilinulle the cave bear at level 19 on the 64th Regrowth 123rd year of Ascendancy at 19:38 Killed by Eilinulle the cave bear at level 19 on the 64th Regrowth 123rd year of Ascendancy at 20:13 |
Primary Stats
Strength | 56 (base 47) |
Dexterity | 14 (base 11) |
Constitution | 43 (base 41) |
Magic | 14 (base 10) |
Willpower | 19 (base 10) |
Cunning | 15 (base 10) |
Resources
Life | -46/546 |
Positive | 22/104 |
Stamina | 79/190 |
Healing Factor | 1.6071846660841 |
Regeneration | 8.8073719701408 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +116.66666666667% |
Vision
Sight | 10 |
Lite | 4 |
See Stealth | 9 |
See Invisible | 11 |
Offense: Mainhand
Damage | 114 |
Accuracy | 44 |
Crit Chance | 22% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 19 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 19.3 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +5% |
Light | +9% |
Acid | +5% |
Blight | +6% |
Fire | +5% |
Cold | +5% |
All | 0% |
Offense: Damage Penetration
Blight | +15% |
Nature | +5% |
Defense: Base
Armour (hardiness) | 55.2 (95%) |
Defense | 14.4 |
Ranged Defense | 14.4 |
Fatigue | 30 |
Physical Save | 45.55 |
Spell Save | 31.275 |
Mental Save | 34.45 |
Defense: Resistances
Blight | + 20%( 70%) |
Physical | + 23%( 70%) |
Cold | + 20%( 70%) |
All | 0%( 70%) |
Lightning | + 25%( 70%) |
Light | + 15%( 70%) |
Temporal | + 10%( 70%) |
Arcane | + 5%( 70%) |
Nature | + 20%( 70%) |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 81 with a minimum range of 15. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 276 life. Its effects scale with your Constitution stat. |
Class Talents
Technique / Two-handed maiming | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Bloodthirst | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Two-handed weapons | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 5/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Effects
detrimental effect | The target is on fire, taking 52.21 fire damage per turn. Burning |
beneficial effect | The target's strength is increased by 2 by the thrill of combat. Bloodrage |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | Increases global action speed by 17%. Speed |
beneficial effect | Reduces physical damage received by 23%. Earthen Barrier |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
beneficial effect | The target is recovering 4 life each turn and its healing modifier has been increased by 11%. 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 heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a regenade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Scintillating Caves. Escort: injured seer (level 2 of Scintillating Caves)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Norgos Lair. Escort: lost anorithil (level 2 of Norgos Lair)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Scintillating Caves. Escort: repented thief (level 3 of Scintillating Caves)As a reward you improved Dexterity by +2. | 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 have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 17. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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: * You've found the needed bloated horror heart. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed minotaur nose. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' | 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 within1 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | grounding pair of hardened leather boots of tirelessness (0 def, 3 armour) grounding pair of hardened leather boots of tirelessness (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +7% lightning / +10% temporal Stamina each turn: +0.50 Maximum stamina: +14.00 A pair of boots made of leather. |
Light source | Islolratha the dwarven lantern Islolratha the dwarven lanternCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Defense: +5 Damage when the wearer hits(melee): 19 dreamforge Damage when the wearer is hit: 18 dreamforge Changes resistances penetration: +15% blight Changes damage: +6% blight Physical save: +9 Spell save: +10 Mental save: +6 Light radius: +4 See stealth: +9 See invisible: +11 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Poroma (0 def, 1 armour) Poroma (0 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Armour: +1 Fatigue: +1% Changes stats: +5 Str Physical save: +18 Healing mod.: +20% A cap made of leather. |
Tool | Belayalle the Shimmerborn [power 3] (25/20 cooldown) Belayalle the Shimmerborn [power 3] (25/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Damage when the wearer is hit: 12 lightning Changes resistances: +6% lightning It can be used to removes up to 3 poisons from the target, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
On fingers | savior's steel ring savior's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical save: +6 Spell save: +6 Mental save: +5 Rings can have magical properties. |
On fingers | warrior's steel ring warrior's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 Changes stats: +4 Str Rings can have magical properties. |
Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% cold / +20% nature / +20% blight Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
In main hand | arcing dwarven-steel greatmaul of evisceration (44.5-66.75 power, 2 apr) arcing dwarven-steel greatmaul of evisceration (44.5-66.75 power, 2 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 44.5 - 66.8 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% Special effect when this weapon hits: 25% chance for lightning to arc to a second target Special effect when this weapon crits: wounds the target Damage when this weapon hits: +9 lightning When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 Massive two-handed maul. |
On hands | steady iron gauntlets of the juggernaut (0 def, 1 armour) steady iron gauntlets of the juggernaut (0 def, 1 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 Armour: +1 Changes stats: +2 Con Physical save: +9 Spell save: +4 Mental save: +9 It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 2.6 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 20% for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | Festeredge (7 def, 24 armour) Festeredge (7 def, 24 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +24 Defense: +7 Fatigue: +26% Changes stats: +4 Cun / +3 Wil Damage when the wearer is hit: 14 physical Changes resistances: +5% arcane Changes resistances penetration: +5% nature Spell save: +3 Mental save: +17 A suit of armour made of metal plates. |
Cloak | Lightquake (1 def, 0 armour) Lightquake (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Damage when the wearer is hit: 12 light Changes resistances: +12% lightning / +15% light Changes damage: +9% light A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | archmage's gold amulet of murder archmage's gold amulet of murderPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +6 Armour penetration: +4 Physical crit. chance: +4.0% Changes damage: +5% fire / +5% cold / +5% lightning / +5% acid Critical mult.: +12.00% Spellpower: +5 Spell crit. chance: +4% Amulets can have magical properties. |
Inventory
warrior's healing infusion (heal 245) warrior's healing infusion (heal 245)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: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 245 life. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when the wearer hits(melee): 5 mind Damage when the wearer hits(ranged): 5 mind Mindpower: +5 See stealth: +10 See invisible: +10 Blind-Fight:This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
cleansing steel amulet of strength (+3) cleansing steel amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str Changes resistances: +10% nature Poison immunity: +21% Amulets can have magical properties. |
inertial copper amulet inertial copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Pinning immunity: +20% Stamina each turn: +0.30 Amulets can have magical properties. |
savior's copper ring of arcana(+0.13/turn) savior's copper ring of arcana(+0.13/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +6 Spell save: +5 Mental save: +5 Silence immunity: +22% Mana each turn: +0.13 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. icy steel battleaxe of massacre (26.5-39.75 power, 2 apr)icy steel battleaxe of massacre (26.5-39.75 power, 2 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 26.5 - 39.8 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% Damage when this weapon hits: +8 ice Massive two-handed battleaxes. |
thought-forged steel greatmaul of ruin (27.5-41.25 power, 2 apr) thought-forged steel greatmaul of ruin (27.5-41.25 power, 2 apr)Requires: - Strength 16 Crafted by a master Infused by psionic forces 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 27.5 - 41.3 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% Damage when this weapon hits: +8 mind Damage conversion: 33% mind When wielded/worn: Armour penetration: +8 Physical crit. chance: +8.0% Changes stats: +2 Wil Critical mult.: +14.00% Massive two-handed maul. This item has been sent to the Item's Vault. |
This item will automatically be transmogrified when you leave the level. huntsman's steel mace of erosion (14.5-20.3 power, 3 apr)huntsman's steel mace of erosion (14.5-20.3 power, 3 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 14.5 - 20.3 Uses stat: 100% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% Damage when this weapon hits: +15 nature / +6 temporal Damage against: +10% Animal Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. vined mindstar (5-5.5 power, 18 apr, mind damage)vined mindstar (5-5.5 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 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: 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. |
grounding rough leather belt grounding rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +6% temporal A belt that goes around your waist. |
Samovor (1 def, 0 armour) Samovor (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 Defense: +1 Changes stats: +3 Dex Physical save: +9 Maximum life: +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. linen cloak of fog (6 def, 0 armour)linen cloak of fog (6 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 Changes resistances: +11% light / +11% fire Stealth bonus: +5 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Gilatharion (0 def, 3 armour) Gilatharion (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +1 Mag / +1 Wil Changes resistances penetration: +25% blight Allows you to breathe in: water Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tempestwrest (0 def, 1 armour) Tempestwrest (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +6 Armour: +1 Fatigue: +1% Damage when the wearer hits(melee): 6 lightning Damage when the wearer is hit: 16 physical A pair of boots made of leather. |
Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Pinning immunity: +100% Movement speed: +25% It can be used to activate talent Telekinetic Leap (costing 15 power out of 18/18) : Effective talent level: 4.0 Power cost: 15 out of 18/18. Range: 6.00 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
storm rough leather gloves of strength (+2) (0 def, 1 armour) storm rough leather gloves of strength (+2) (0 def, 1 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 Armour: +1 Changes stats: +2 Str Damage when the wearer hits(melee): 5 lightning Changes resistances: +5% lightning Changes damage: +4% lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
grounding iron helm of constitution (+3) (0 def, 3 armour) grounding iron helm of constitution (+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 Con Changes resistances: +6% lightning / +5% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Thalore-Wood Cuirass (4 def, 10 armour) Thalore-Wood Cuirass (4 def, 10 armour)Requires: - Strength 24 - Talent Armour Training (level 3) Infused by nature Crafted by a master 12.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +10 Defense: +4 Fatigue: +14% Changes stats: +3 Dex / +3 Wil Changes resistances: +18% nature / +18% cold / +18% darkness Healing mod.: +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. This item has been sent to the Item's Vault. |
Black Mesh (8 def, 2 armour, 101.5 block) Black Mesh (8 def, 2 armour, 101.5 block)Requires: - Strength 20 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 Ranged Defense: +8 Fatigue: +12% Changes resistances: +30% darkness / +15% blight Talent granted: +3 Block Stamina each turn: +2.00 Black, interwoven tendrils form this mesh that can be used as shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. Type: misc / animal It can be used to invoke your inner bearness, costing 100 power out of 100/100. The very essence of bearness! |
agate 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. |
210 alchemist agate 210 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx 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 Gems can be sold for money or used in arcane rituals. |
5 aquamarine 5 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. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
2 opal 2 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. |
2 topaz 2 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. |
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. |
sapper's iron pickaxe (dig speed 18 turns) sapper's iron pickaxe (dig speed 18 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 Changes stats: +2 Cun Infravision radius: +1 It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. Allows you to dig a wall, remove a tree, create ways. |
Bloomhunter BloomhunterInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when the wearer hits(melee): 8 darkness / 8 nature Damage when the wearer is hit: 20 nature Changes damage: +9% nature 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. |
Ravenbrace RavenbraceInfused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +15% lightning / +15% darkness Spell save: +12 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. |
This item will automatically be transmogrified when you leave the level. brass lantern of healthbrass lantern of health Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +44.00 Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
guard's brass lantern of corpselight guard's brass lantern of corpselightPowered by arcane forces Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +5 Spellpower: +4 Spell crit. chance: +4% Light radius: +2 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. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 Changes stats: +5 Lck Trap disarming bonus: +5 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 course 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 it stinks. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. 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. |
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 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 Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
2 amethyst 2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
Achievements
By Finnien II the Shalore Berserker level 9
45th Dusk 122nd year of Ascendancy at 17:58 see stats
By Finnien II the Shalore Berserker level 17
55th Regrowth 123rd year of Ascendancy at 01:04 see stats
By Finnien II the Shalore Berserker level 17
47th Regrowth 123rd year of Ascendancy at 21:04 see stats
By Finnien II the Shalore Berserker level 10
72nd Dusk 122nd year of Ascendancy at 02:43 see stats
By Finnien II the Shalore Berserker level 10
72nd Dusk 122nd year of Ascendancy at 05:06 see stats
By Finnien II the Shalore Berserker level 7
1st Summertide 122nd year of Ascendancy at 04:05 see stats
By Finnien II the Shalore Berserker level 10
33rd Haze 122nd year of Ascendancy at 20:07 see stats
By Finnien II the Shalore Berserker level 13
70th Haze 122nd year of Ascendancy at 08:13 see stats
By Finnien II the Shalore Berserker level 15
7th Regrowth 123rd year of Ascendancy at 10:29 see stats
Log
Eilinulle the cave bear seems more focused.
Golem (servant of Eilinulle the cave bear) hits Finnien II for 1 physical damage.
Finnien II hits golem (servant of Eilinulle the cave bear) for 13 physical, 12 lightning, 12 light, 9 mind, 4 fire damage (total 47.96).
Golem (servant of Eilinulle the cave bear) is not stunned anymore.
Eilinulle the cave bear hits Finnien II for 24 acid, 29 fire damage (total 52.21).
Finnien II hits golem (servant of Eilinulle the cave bear) for 3 fire damage.
Eilinulle the cave bear hits Finnien II for 18 acid, 22 fire damage (total 39.94).
Eilinulle the cave bear hits Finnien II for 29 acid, 35 fire damage (total 63.17).
Eilinulle the cave bear casts Supercharge Golem.
Golem (servant of Eilinulle the cave bear) is overloaded with power.
Eilinulle the cave bear's spell attains critical power!
Golem (servant of Eilinulle the cave bear) seems more focused.
Eilinulle the cave bear hits Finnien II for 24 acid, 29 fire damage (total 52.21).
Finnien II hits golem (servant of Eilinulle the cave bear) for 3 fire damage.
Eilinulle the cave bear hits golem (servant of Eilinulle the cave bear) for 17 acid, 18 fire damage (total 33.40).
Eilinulle the cave bear casts Channel Staff.
Eilinulle the cave bear hits Finnien II for 96 arcane damage.
Finnien II casts Healing Light.
Golem (servant of Eilinulle the cave bear) hits Finnien II for 1 physical damage.
Finnien II hits golem (servant of Eilinulle the cave bear) for 13 physical, 12 lightning, 12 light damage (total 36.11).
Finnien II killed golem (servant of Eilinulle the cave bear)!
Talent Stunning Blow is ready to use.
Eilinulle the cave bear hits Finnien II for 24 acid, 29 fire damage (total 52.21).
Eilinulle the cave bear hits Finnien II for 27 acid, 33 fire damage (total 59.92).
Eilinulle the cave bear casts Channel Staff.
Saving done.
Saving done.
Saving game...