Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.5 |
Addons | Items Vault 1.1.2Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Cornac |
Class | Berserker |
Level / Exp | 30 / 19% |
Size | medium |
Lifes / Deaths | Killed by Borius, Avatar of Bearness at level 14 on the 5th Dusk 122nd year of Ascendancy at 18:31 0 / 7Killed by Borius, Avatar of Bearness at level 14 on the 5th Dusk 122nd year of Ascendancy at 19:03 Killed by Borius, Avatar of Bearness at level 14 on the 5th Dusk 122nd year of Ascendancy at 19:38 Killed by Bamela at level 16 on the 39th Dusk 122nd year of Ascendancy at 05:17 Killed by Porinor the giant lightning ant at level 26 on the 63rd Haze 122nd year of Ascendancy at 23:15 Killed by elven cultist at level 26 on the 65th Haze 122nd year of Ascendancy at 18:51 Killed by skeleton master archer at level 30 on the 78th Haze 122nd year of Ascendancy at 08:59 |
Primary Stats
Strength | 79 (base 60) |
Dexterity | 13 (base 11) |
Constitution | 79 (base 58) |
Magic | 16 (base 10) |
Willpower | 21 (base 10) |
Cunning | 10 (base 10) |
Resources
Life | -83/1012 |
Stamina | 234/234 |
Healing Factor | 1.5080244210275 |
Regeneration | 154.21727632683 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +104.8% |
Vision
Sight | 10 |
Lite | 6 |
Offense: Mainhand
Damage | 161 |
Accuracy | 55 |
Crit Chance | 32% |
APR | 19 |
Speed | 1.00 |
Offense: Spell
Spellpower | 16 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 18.7 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +14% |
Light | +6% |
Blight | +4% |
Physical | +10% |
All | 0% |
Offense: Damage Penetration
Fire | +14% |
Defense: Base
Armour (hardiness) | 45.2 (93.924050632911%) |
Defense | 30.625 |
Ranged Defense | 30.625 |
Fatigue | 30 |
Physical Save | 49.566666666667 |
Spell Save | 51.616666666667 |
Mental Save | 22.125 |
Defense: Resistances
Acid | -50%( 70%) |
Lightning | -20%( 70%) |
Darkness | + 18%( 70%) |
Temporal | -16%( 70%) |
Blight | -22%( 70%) |
Physical | -7%( 70%) |
Fire | -22%( 70%) |
All | -30%( 70%) |
Defense: Immunities
Stun Resistance | 24% |
Instadeath Resistance | 100% |
Knockback Resistance | 30% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 943% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 351 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 329 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 381 life. Its effects scale with your Strength stat. |
Class Talents
Technique / Two-handed maiming | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Bloodthirst | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed weapons | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
beneficial effect | The target is surrounded by a fell aura, granting 40% critical damage bonus but -20% to all resistances. Fell Aura |
beneficial effect | A flow of life spins around the target, regenerating 65.72 life per turn. Regeneration |
detrimental effect | The target is in despair, reducing all damage reduction by 25%. Despair |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
beneficial effect | The target is recovering 15 life each turn and its healing modifier has been increased by 33%. Recovery |
detrimental effect | The target is in a state of growing fear. If they spend 4 more turns within range 7 and in sight of the source of this fear (Aletta Soultorn), they will be subjected to a new fear. Heighten Fear |
detrimental effect | The target is haunted by a feeling of dread, causing each existing or new fear effect to inflict 44 mind damage. Haunted |
detrimental effect | The target is pinned to the ground, unable to move. Pinned to the ground |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Willpower by +1. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +1. | done |
You failed to protect the lost anorithil from death by skeleton master archer. Escort: lost anorithil (level 8 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 1 of Daikara. Escort: worried loremaster (level 1 of Daikara)As a reward you improved Constitution by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Strength 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 have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You 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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 106. | 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. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | blood-soaked pair of dwarven-steel boots (0 def, 4 armour) blood-soaked pair of dwarven-steel boots (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +5 Physical crit. chance: +5.0% Physical power: +4 Armour: +4 Fatigue: +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | arcing pouch of iron shots of paradox (23/23, 9.5-11.4 power, 1 apr) arcing pouch of iron shots of paradox (23/23, 9.5-11.4 power, 1 apr)Requires: - Dexterity 11 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 9.5 - 11.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 23 Special effect when this weapon hits: 25% chance for lightning to arc to a second target Damage when this weapon hits(ranged): +6 lightning / +6 % chance of confusion / +7 temporal Shots are used with slings to pummel your foes to death. |
Light source | survivor's alchemist's lamp survivor's alchemist's lampInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical save: +5 Light radius: +3 Healing mod.: +18% A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 Spell save: +12 Mental save: +12 A great helm that belonged to Garkul the Devourer, one of the greatest orcs to live. |
Tool | Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
On fingers | mule's steel ring of perseverance mule's steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Maximum encumbrance: +21 Stun/Freeze immunity: +24% Life regen: +1.00 Rings can have magical properties. |
On fingers | gladiator's stralite ring of darkness (+28%) gladiator's stralite ring of darkness (+28%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +9 Changes stats: +7 Str / +6 Con Changes resistances: +28% darkness Changes damage: +14% darkness Rings can have magical properties. |
Around waist | hardened leather belt 'Eloyawyn' hardened leather belt 'Eloyawyn'Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +5 Defense: +2 Changes stats: +5 Wil / +4 Mag Changes resistances: +3% physical / +6% fire / +8% lightning / +6% blight / +11% temporal Spell save: +10 Spell crit. chance: +5% A belt that goes around your waist. |
In main hand | voratun battleaxe 'Prismnail' (55-82.5 power, 4 apr) voratun battleaxe 'Prismnail' (55-82.5 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 55.0 - 82.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% Special effect when this weapon crits: wounds the target Burst (radius 2) on crit: +4 darkness Damage conversion: 39% fire When wielded/worn: Accuracy: +14 Physical crit. chance: +12.0% Physical power: +10 Defense: +12 Damage when the wearer is hit: 8 light Changes resistances: +9% darkness Changes resistances penetration: +14% fire Changes damage: +6% light Light radius: +2 Global speed: +5% Massive two-handed battleaxes. |
On hands | Alisin the dwarven-steel gauntlets (0 def, 2 armour) Alisin the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Talent Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +1.0% Armour: +2 Life regen: +2.00 Stamina each turn: +1.00 Maximum stamina: +20.00 Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | Borfast's Cage (10 def, 15 armour) Borfast's Cage (10 def, 15 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +15 Defense: +10 Fatigue: +24% Changes stats: +5 Con Changes resistances: +15% physical / -15% acid Reduces opponents crit chance: 20% Physical save: +15 Knockback immunity: +30% Life regen: +2.00 Maximum life: +50.00 Inch thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
Cloak | Elenador the cashmere cloak (2 def, 0 armour) Elenador the cashmere cloak (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Changes stats: +5 Str / +1 Wil / +3 Con A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | serendipitous gold amulet of murder serendipitous gold amulet of murderInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +15 Armour penetration: +5 Physical crit. chance: +4.0% Defense: +11 Changes stats: +8 Lck Critical mult.: +13.00% Amulets can have magical properties. |
Inventory
Rune of the Rift (234.00 temporal damage, removed from time 4 turns) Rune of the Rift (234.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4.0 Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Inflicts 234.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 60 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. 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. |
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. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] 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... |
This item will automatically be transmogrified when you leave the level. clarifying gold amulet of cunning (+2)clarifying gold amulet of cunning (+2) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Cun Changes resistances: +16% mind Confusion immunity: +20% Amulets can have magical properties. |
cleansing stralite amulet of constitution (+7) cleansing stralite amulet of constitution (+7)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +7 Con Changes resistances: +16% nature / +17% blight Poison immunity: +29% Disease immunity: +20% Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. starlit stralite amulet of murderstarlit stralite amulet of murder Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +8 Armour penetration: +5 Physical crit. chance: +4.0% Changes resistances: +17% darkness / +20% light Critical mult.: +14.00% Blindness immunity: +20% Amulets can have magical properties. |
Ararelle ArarelleInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +5% arcane / +24% cold / +3% blight / +3% temporal Changes damage: +12% cold Rings can have magical properties. |
Lavabore the steel ring Lavabore the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 Changes stats: +4 Cun Damage when the wearer hits(melee): 2 temporal Changes resistances penetration: +5% temporal Changes damage: +6% fire Rings can have magical properties. |
copper ring of clarity copper ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Mental save: +6 Confusion immunity: +20% Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. titan's stralite ring of perseverancetitan's stralite ring of perseverance Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +7 Con Physical save: +14 Stun/Freeze immunity: +32% Life regen: +2.80 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. stralite waraxe of torment (30-42 power, 5 apr)stralite waraxe of torment (30-42 power, 5 apr) Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 30.0 - 42.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% Special effect when this weapon hits: 20% chance to torment the target When wielded/worn: Changes resistances penetration: +9% mind / +6% darkness 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. |
blurring rough leather belt of resilience blurring rough leather belt of resilienceInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +8 Stealth bonus: +6 Maximum life: +31.00 A belt that goes around your waist. |
insulating rough leather belt of unlife insulating rough leather belt of unlifePowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% fire / +6% cold / +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Robe of the Archmage (10 def, 10 armour) Robe of the Archmage (10 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 Changes stats: +4 Mag / +4 Wil / +4 Cun Damage when the wearer is hit: 15 arcane Changes resistances: +10% cold / +10% fire Changes damage: +12% all Spell save: +18 Mental save: +15 Blindness immunity: +40% Mana each turn: +1.00 Spellpower: +15 Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
Halykhad the pair of hardened leather boots (0 def, 9 armour) Halykhad the pair of hardened leather boots (0 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Fatigue: +3% Changes stats: +3 Dex / +2 Con Infravision radius: +2 A pair of boots made of leather. |
miner's pair of rough leather boots of uncanny dodging (3 def, 6 armour) miner's pair of rough leather boots of uncanny dodging (3 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +6 Defense: +3 Ranged Defense: +3 Fatigue: +1% Infravision radius: +1 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. storm hardened leather gloves of strength (+4) (0 def, 2 armour)storm hardened leather gloves of strength (+4) (0 def, 2 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +8 Armour: +2 Changes stats: +4 Str Damage when the wearer hits(melee): 7 lightning Changes resistances: +7% lightning Changes damage: +5% lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. Corrupted Gaze (4 def, 8 armour)Corrupted Gaze (4 def, 8 armour) Requires: - Magic 16 - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Accuracy: +10 Armour: +8 Defense: +4 Fatigue: +6% Changes stats: +5 Mag / +3 Wil / +4 Cun Changes resistances: +10% blight Changes resistances penetration: +10% blight Changes damage: +20% blight Talent mastery: +0.10 Corruption / Vim Disease immunity: +40% See stealth: +12 See invisible: +12 It can be used to activate talent Vimsense (costing 25 power out of 32/32) : Effective talent level: 3.0 Power cost: 25 out of 32/32. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Feel the very existence of creatures around you for 6 turns, in a radius of 10. The evil touch will reduce their blight resistance by 9%, but also make them aware of you. The resistance reduction will improve with your Spellpower. This helmet radiates a dark power. Its visor seems to twist and corrupt the vision of its wearer. You feel worried that if you were to lower it for long, the visions may affect your mind. |
This item will automatically be transmogrified when you leave the level. marauder's reinforced leather armour of acid resistance (9 def, 7 armour)marauder's reinforced leather armour of acid resistance (9 def, 7 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +9 Fatigue: +8% Changes stats: +6 Str / +7 Dex Changes resistances: +22% acid Physical save: +9 A suit of armour made of leather. |
Erelylin the Gloomkiss (7 def, 19 armour) Erelylin the Gloomkiss (7 def, 19 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +19 Defense: +7 Fatigue: +21% Damage when the wearer is hit: 12 temporal Changes resistances penetration: +10% darkness Changes damage: +3% temporal Physical save: +5 A suit of armour made of metal plates. |
spiked steel plate armour of the dragon (4 def, 9 armour) spiked steel plate armour of the dragon (4 def, 9 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 Fatigue: +22% Changes stats: +1 Str / +2 Con Damage when the wearer is hit: 12 physical Changes resistances: +5% physical / +7% fire / +6% cold / +6% lightning / +6% acid Talent cooldown: Rush (-5 turns) Disarm immunity: +24% Stun/Freeze immunity: +20% Knockback immunity: +20% A suit of armour made of metal plates. |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 100 power out of 100/100. The very essence of bearness! |
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. |
280 alchemist agate 280 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. |
7 onyx 7 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. |
20 aquamarine 20 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. |
5 lapis lazuli 5 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. |
11 opal 11 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. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used to imbue an object: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 Gems can be sold for money or used in arcane rituals. |
11 topaz 11 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. |
5 emerald 5 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 Gems can be sold for money or used in arcane rituals. |
3 jade 3 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Gems can be sold for money or used in arcane rituals. |
6 spinel 6 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. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough. |
survivor's brass lantern of focus survivor's brass lantern of focusInfused by nature Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes damage: +6% mind Physical save: +5 Light radius: +2 Healing mod.: +10% 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. |
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. |
4 garnet 4 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% Gems can be sold for money or used in arcane rituals. |
2 ruby 2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con 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, 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 is 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. |
quick-loading pouch of stralite shots of annihilation (2/19, 45-54 power, 12 apr) quick-loading pouch of stralite shots of annihilation (2/19, 45-54 power, 12 apr)Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 45.0 - 54.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Physical crit. chance: +8.5% Capacity: 19 Travel speed: +200% When wielded/worn: Ammo reloads per turns: +3 Shots are used with slings to pummel your foes to death. |
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 39 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
17 amethyst 17 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. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
13 quartz 13 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% Gems can be sold for money or used in arcane rituals. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% 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. |
2 citrine 2 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. |
6 zircon 6 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 Bamela the Cornac Berserker level 16
39th Dusk 122nd year of Ascendancy at 13:27 see stats
By Bamela the Cornac Berserker level 14
5th Dusk 122nd year of Ascendancy at 20:15 see stats
By Bamela the Cornac Berserker level 15
13rd Dusk 122nd year of Ascendancy at 07:13 see stats
By Bamela the Cornac Berserker level 24
60th Haze 122nd year of Ascendancy at 07:14 see stats
By Bamela the Cornac Berserker level 19
15th Haze 122nd year of Ascendancy at 17:33 see stats
By Bamela the Cornac Berserker level 23
46th Haze 122nd year of Ascendancy at 16:31 see stats
By Bamela the Cornac Berserker level 27
72nd Haze 122nd year of Ascendancy at 10:06 see stats
By Bamela the Cornac Berserker level 21
28th Haze 122nd year of Ascendancy at 04:50 see stats
By Bamela the Cornac Berserker level 10
4th Mirth 122nd year of Ascendancy at 14:08 see stats
By Bamela the Cornac Berserker level 20
15th Haze 122nd year of Ascendancy at 21:25 see stats
By Bamela the Cornac Berserker level 30
78th Haze 122nd year of Ascendancy at 07:26 see stats
By Bamela the Cornac Berserker level 15
32nd Dusk 122nd year of Ascendancy at 22:46 see stats
By Bamela the Cornac Berserker level 30
78th Haze 122nd year of Ascendancy at 07:57 see stats
By Bamela the Cornac Berserker level 8
1st Mirth 122nd year of Ascendancy at 01:09 see stats
By Bamela the Cornac Berserker level 17
51st Dusk 122nd year of Ascendancy at 13:12 see stats
By Bamela the Cornac Berserker level 22
44th Haze 122nd year of Ascendancy at 17:56 see stats
By Bamela the Cornac Berserker level 17
51st Dusk 122nd year of Ascendancy at 10:41 see stats
By Bamela the Cornac Berserker level 18
52nd Dusk 122nd year of Ascendancy at 22:07 see stats
Log
Bamela uses Infusion: Healing.
Bamela receives 575 healing from Infusion: Healing.
Skeleton master archer shoots!
Skeleton master archer shoots!
Skeleton master archer's Shoot hits Bamela for 77 physical, 16 cold, 7 darkness, 18 blight (118 total damage).
Skeleton master archer's Shoot hits Bamela for 74 physical damage.
Bamela succumbs to heightening fears!
Bamela becomes haunted!
Bamela is struck by fear of the Despair effect.
Bamela is struck by fear of the Heighten Fear effect.
Bamela is struck by fear of the Haunted effect.
Heighten Fear from Aletta Soultorn hits Bamela for 63 mind, 63 mind, 63 mind (190 total damage).
Bamela uses Infusion: Regeneration.
Bamela starts regenerating health quickly.
Skeleton master archer shoots!
Skeleton master archer shoots!
Skeleton master archer's Shoot hits Bamela for 61 physical, 16 cold, 7 darkness, 18 blight (102 total damage).
Skeleton master archer's Shoot hits Bamela for 89 physical damage.
Skeleton master archer shoots!
Skeleton master archer shoots!
Bamela no longer revels in blood quite so much.
Bamela resists!
Skeleton master archer's Shoot hits Bamela for 76 physical damage.
Skeleton master archer's Shoot hits Bamela for 75 physical, 16 cold, 7 darkness, 18 blight (116 total damage).
Skeleton master archer shoots!
Skeleton master archer uses Pinning Shot.
Saving game...