
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.4 |
| Addons | Opt-in Adventurers Parties 1.0.1 Ignore Race/Class Locks 1.0.1 Stone Wardens DLC Class 1.0.3 Auto-Transmo Gems 1.0.1 Inventory Show All Tabs By Default 1.0.1 Adjustable Exp 1.0.4 Items Vault 1.0.3 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Marauder |
| Level / Exp | 26 / 6% |
| Size | medium |
| Lifes / Deaths | Killed by luminous horror at level 24 on the 4th Dusk 122nd year of Ascendancy at 04:32 5 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 62 (base 53) |
| Dexterity | 57 (base 53) |
| Constitution | 58 (base 53) |
| Magic | 53 (base 53) |
| Willpower | 69 (base 53) |
| Cunning | 56 (base 53) |
Resources
| Life | 654/654 |
| Stamina | 232/232 |
| Equilibrium | 48 |
| Healing Factor | 1.1 |
| Regeneration | 6.325 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 12 |
Offense: Mainhand
| Damage | 66 |
| Accuracy | 73 |
| Crit Chance | 38% |
| APR | 87 |
| Speed | 1.11 |
Offense: Offhand
| Damage | 60 |
| Accuracy | 73 |
| Crit Chance | 42% |
| APR | 71 |
| Speed | 1.11 |
Offense: Spell
| Spellpower | 36.5 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 48.36796273256 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +10% |
| Physical | +5% |
| Fire | +4% |
| Nature | +10% |
Offense: Damage Penetration
| Fire | +4% |
Defense: Base
| Armour (hardiness) | 18 (75%) |
| Defense | 53.973333333333 |
| Ranged Defense | 53.973333333333 |
| Fatigue | 0 |
| Physical Save | 42 |
| Spell Save | 51.566666666667 |
| Mental Save | 37.875 |
Defense: Resistances
| Lightning | + 15%( 70%) |
| Light | + 38%( 70%) |
| Nature | + 21%( 70%) |
| Fire | + 27%( 70%) |
| Physical | + 16%( 70%) |
| Cold | + 23%( 70%) |
| All | + 12%( 70%) |
Defense: Immunities
| Stun Resistance | 60% |
| Confusion Resistance | 50% |
| Teleport Resistance | 15% |
| Instadeath Resistance | 100% |
| Poison Resistance | 80% |
| Knockback Resistance | 100% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 63 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 82 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 234 life. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 191 life. Its effects scale with your Cunning stat. |
Class Talents
| Cunning / Tactical | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat techniques | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Poisons | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Technique / Combat veteran | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Dual techniques | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Battle tactics | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Technique / Dual weapons | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Dirty fighting | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Thuggery | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Wild-gift / Mindstar mastery | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.50 |
| 4/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Survival | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Field control | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Antimagic | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Mobility | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Conditioning | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Call of the wild | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Effects
| talent | Daunting Presence |
| talent | Crippling Poison |
| talent | Precise Strikes |
| talent | Precision |
| talent | Exploit Weakness |
| talent | Psiblades |
| talent | Stoning Poison |
| talent | Antimagic Shield |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you gained talent category Wild-gift / Call of the wild (at mastery 0.80). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Wild-gift / Mindstar mastery (at mastery 0.80). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Dexterity by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Willpower 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 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 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's current energy level is: 1. | 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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * You've found the needed warg claw. * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| On feet | traveler's pair of rough leather boots of tirelessness (0 def, 1 armour) traveler's pair of rough leather boots of tirelessness (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Maximum encumbrance: +20 Stamina each turn: +0.30 Maximum stamina: +10.00 A pair of boots made of leather. |
| Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 5 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| 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. 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 Skullcracker multiplicator: +5 A great helm that belonged to Garkul the Devourer, one of the greatest orcs to live. |
| On fingers | Shademalice ShademaliceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when the wearer is hit: 8 darkness Changes resistances: +3% lightning Stun/Freeze immunity: +10% Teleport immunity: +15% Defense after a teleport: +5 Rings can have magical properties. |
| On fingers | Inertial Twine Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 Knockback immunity: +100% It can be used to activate talent Bind (costing 15 power out of 30/30) : Effective talent level: 2.0 Power cost: 15 out of 30/30. Range: 5.00 Travel Speed: instantaneous Is: a mind power Description: Bind the target in crushing bands of telekinetic force, immobilizing it for 6 turns. The duration will improve with your Mindpower. The use of a telekinetically-wielded gem or mindstar as a focus will improve the effects of this talent considerably. This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
| Around waist | Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. 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. |
| In main hand | thorny mindstar of flames (9.5-10.45 power, 43 apr, nature damage) thorny mindstar of flames (9.5-10.45 power, 43 apr, nature damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.5 - 10.5 Uses stats: 72% Wil, 36% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +43 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when the wearer is hit: 5 fire Changes resistances: +4% fire Changes resistances penetration: +4% fire Changes damage: +4% fire Mindpower: +5 Mental crit. chance: +3% 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. |
| On hands | iron gauntlets of regeneration (0 def, 1 armour) iron gauntlets of regeneration (0 def, 1 armour)Requires: - Talent Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Life regen: +0.50 Stamina each turn: +0.40 Psi each turn: +0.11 Metal gloves protecting the hands up to the middle of the lower arm. |
| In off hand | Serpent's Glare (7-7.7 power, 27 apr, nature damage) Serpent's Glare (7-7.7 power, 27 apr, nature damage)Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 Uses stats: 54% Wil, 18% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +27 Physical crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Poison immunity: +50% Mindpower: +9 Mental crit. chance: +5% It can be used to activate talent Spit Poison (costing 4 power out of 8/8) : Effective talent level: 2.0 Power cost: 4 out of 8/8. Range: 10.00 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 119.20 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
| Main armor | Eel-skin armour (10 def, 1 armour) Eel-skin armour (10 def, 1 armour)Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +1 Defense: +10 Fatigue: +2% Changes stats: +3 Cun / +2 Dex Poison immunity: +30% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 9 power out of 50/50) : Effective talent level: 2.0 Power cost: 9 out of 50/50. Range: 10.00 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 54.12 to 162.35 damage. The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
| Around neck | insulating steel amulet insulating steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +13% fire / +12% cold Amulets can have magical properties. |
Inventory
This item will automatically be transmogrified when you leave the level. dwarven-steel battleaxe of daylight (33-49.5 power, 2 apr)dwarven-steel battleaxe of daylight (33-49.5 power, 2 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 33.0 - 49.5 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% Damage when this weapon hits: +10 light Damage against: +9% Undead Massive two-handed battleaxes. |
flaming iron dagger of massacre (10-13 power, 5 apr) flaming iron dagger of massacre (10-13 power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 45% Str, 45% Dex Damage type: Physical Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Burst (radius 1) on hit: +4 fire Sharp, short and deadly. |
iron dagger (5-6.5 power, 5 apr) iron dagger (5-6.5 power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 5.0 - 6.5 Uses stats: 45% Str, 45% Dex Damage type: Physical Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
iron dagger (4-5.2 power, 5 apr) iron dagger (4-5.2 power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 4.0 - 5.2 Uses stats: 45% Str, 45% Dex Damage type: Physical Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
thought-forged iron dagger of massacre (9.5-12.35 power, 5 apr) thought-forged iron dagger of massacre (9.5-12.35 power, 5 apr)Requires: - Dexterity 11 Crafted by a master Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.4 Uses stats: 45% Str, 45% Dex Damage type: Physical Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Damage when this weapon hits: +4 mind Damage conversion: 22% mind When wielded/worn: Changes stats: +2 Wil Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. yew longbow of fireyew longbow of fire Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Attack speed: 80% Firing range: +8 Damage when this weapon hits(ranged): +5 fire When wielded/worn: Changes damage: +11% fire Longbows are used to shoot arrows at your foes. |
iron mace of crippling (7-9.8 power, 2 apr) iron mace of crippling (7-9.8 power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 7.0 - 9.8 Uses stat: 100% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% Special effect when this weapon crits: cripple the target When wielded/worn: Physical crit. chance: +6.0% Blunt and deadly. |
steel mace of crippling (12.5-17.5 power, 3 apr) steel mace of crippling (12.5-17.5 power, 3 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% Special effect when this weapon crits: cripple the target When wielded/worn: Physical crit. chance: +6.0% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. ash starstaff (15-18 power, 3 apr, physical damage)ash starstaff (15-18 power, 3 apr, physical damage) Requires: - Magic 16 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Physical Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% physical Talent granted: +1 Command Staff Spellpower: +6 Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. earthen yew starstaff of warding (20-24 power, 4 apr, darkness damage)earthen yew starstaff of warding (20-24 power, 4 apr, darkness damage) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 100% Mag Damage type: Darkness Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +4 Maximum wards: +2 darkness Changes damage: +20% darkness Talents granted: +1 Ward +1 Command Staff Physical save: +2 Spellpower: +9 Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. potent yew vilestaff (24-28.8 power, 4 apr, blight damage)potent yew vilestaff (24-28.8 power, 4 apr, blight damage) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 24.0 - 28.8 Uses stat: 100% Mag Damage type: Blight Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +24% blight Talent granted: +1 Command Staff Spellpower: +9 Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
cleansing rough leather belt of life cleansing rough leather belt of lifeInfused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% acid / +6% blight Life regen: +0.30 Healing mod.: +10% A belt that goes around your waist. |
grounding hardened leather belt of the vagrant grounding hardened leather belt of the vagrantInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Con Changes resistances: +7% lightning / +6% temporal Mental save: +7 Mindpower: +4 A belt that goes around your waist. |
rough leather belt of the titan rough leather belt of the titanCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 A belt that goes around your waist. |
stabilizing hardened leather belt of resilience stabilizing hardened leather belt of resilienceInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical save: +7 Maximum life: +44.00 A belt that goes around your waist. |
linen cloak of protection (1 def, 0 armour) linen cloak of protection (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Spell save: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
archer's hardened leather gloves of the nighthunter (0 def, 2 armour) archer's hardened leather gloves of the nighthunter (0 def, 2 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +9 Armour penetration: +6 Armour: +2 Changes stats: +5 Cun / +2 Dex Changes resistances: +5% darkness Infravision radius: +2 It can be used to activate talent Steady Shot, placing all other charms into a 10 cooldown : Effective talent level: 3.0 Power cost: 10 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves of dexterity (+2) (0 def, 1 armour) rough leather gloves of dexterity (+2) (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 Armour: +1 Changes stats: +2 Dex Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Vilefoe (1 def, 0 armour) Vilefoe (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Damage when the wearer is hit: 4 nature Changes resistances penetration: +20% acid A pointy cloth hat, very wizardly... |
iron helm (0 def, 3 armour) iron helm (0 def, 3 armour)Requires: - Talent Armour Training 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap of constitution (+3) (0 def, 1 armour) rough leather cap of constitution (+3) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Con A cap made of leather. |
This item will automatically be transmogrified when you leave the level. spellwoven cashmere wizard hat of madness (2 def, 0 armour)spellwoven cashmere wizard hat of madness (2 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Changes stats: +4 Wil Spellpower: +3 Spell crit. chance: +3% It can be used to activate talent Hateful Whisper, placing all other charms into a 8 cooldown : Effective talent level: 3.0 Power cost: 8 out of 15/15. Range: 5.00 Travel Speed: instantaneous Is: a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 140 mind damage and feed you 2 hate. For the first 3 turns, the whisper will travel from the original victim to a new one within a range of 2.4. Every victim of the whisper has a 26% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. Malekor (3 def, 6 armour)Malekor (3 def, 6 armour) Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 Fatigue: +8% Damage when the wearer hits(melee): 2 acid Damage when the wearer is hit: 4 mind Changes resistances penetration: +5% acid Changes damage: +12% mind Equilibrium when hit: +0.08 Maximum psi: +40.00 A suit of armour made of leather. |
enlightening cured leather armour of Toknor (2 def, 4 armour) enlightening cured leather armour of Toknor (2 def, 4 armour)Requires: - Strength 14 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 Armour: +4 Defense: +2 Fatigue: +7% Changes stats: +2 Cun / +1 Wil Critical mult.: +12.00% Mental save: +12 A suit of armour made of leather. |
rough leather armour (1 def, 2 armour) rough leather armour (1 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Fatigue: +6% A suit of armour made of leather. |
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. |
This item will automatically be transmogrified when you leave the level. ethereal alchemist's lamp of the moonsethereal alchemist's lamp of the moons Powered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +4 Mag Changes resistances: +7% light Changes damage: +5% darkness Spellpower: +1 Light radius: +5 Infravision radius: +2 It can be used to activate talent Moonlight Ray, placing all other charms into a 4 cooldown : Effective talent level: 4.0 Power cost: 4 out of 8/8. Range: 10.00 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 110.50 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
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. |
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. |
Rod of Recall (3/3) Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 101 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. |
Achievements
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By The Barbed Wire Queen the Cornac Marauder level 25
4th Dusk 122nd year of Ascendancy at 15:46 see stats
Antimagic!
Completed antimagic training in the Ziguranth camp.By The Barbed Wire Queen the Cornac Marauder level 15
1st Summertide 122nd year of Ascendancy at 12:38 see stats
Dragon's Greed
Amassed 8000 gold pieces.By The Barbed Wire Queen the Cornac Marauder level 11
78th Pyre 122nd year of Ascendancy at 15:08 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By The Barbed Wire Queen the Cornac Marauder level 25
4th Dusk 122nd year of Ascendancy at 15:17 see stats
Level 10
Got a character to level 10.By The Barbed Wire Queen the Cornac Marauder level 10
77th Pyre 122nd year of Ascendancy at 16:52 see stats
Level 20
Got a character to level 20.By The Barbed Wire Queen the Cornac Marauder level 20
1st Dusk 122nd year of Ascendancy at 06:23 see stats
Size matters
Did over 600 damage in one attack.By The Barbed Wire Queen the Cornac Marauder level 24
4th Dusk 122nd year of Ascendancy at 01:27 see stats
Tales of the Spellblaze
Learned the eight chapters of the Spellblaze Chronicles.By The Barbed Wire Queen the Cornac Marauder level 25
4th Dusk 122nd year of Ascendancy at 15:46 see stats
The Arena
Unlocked Arena mode.By The Barbed Wire Queen the Cornac Marauder level 11
78th Pyre 122nd year of Ascendancy at 13:50 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By The Barbed Wire Queen the Cornac Marauder level 25
4th Dusk 122nd year of Ascendancy at 15:46 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By The Barbed Wire Queen the Cornac Marauder level 20
2nd Dusk 122nd year of Ascendancy at 03:57 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By The Barbed Wire Queen the Cornac Marauder level 11
78th Pyre 122nd year of Ascendancy at 15:08 see stats
Treasure Hunter
Amassed 1000 gold pieces.By The Barbed Wire Queen the Cornac Marauder level 11
78th Pyre 122nd year of Ascendancy at 15:08 see stats
Log
The Barbed Wire Queen slows down.
The Barbed Wire Queen has finished recovering.
The Barbed Wire Queen picks up (t.): spellwoven cashmere wizard hat of madness (2 def, 0 armour).
The Barbed Wire Queen is no longer attuned.
Resting starts...
Talent Infusion: Healing is ready to use.
Rested for 4 turns (stop reason: all resources and life at maximum).
The Barbed Wire Queen picks up (a.): dwarven-steel battleaxe of daylight (33-49.5 power, 2 apr).
The Barbed Wire Queen picks up (f.): yew longbow of fire.
Ran for 9 turns (stop reason: at door).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a next level here (press '' or right click to use).
Ran for 13 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
Saving done.
Saving done.
Saving game...
