Trebag the level 8 Cornac Arcane Blade by elbombastico

'Trebag the level 8 Cornac Arcane Blade' by user elbombastico


Character
GameTales of Maj'Eyal: Age of Ascendancy 3.9.37
NameTrebag
SexFemale
TypeCornac Arcane Blade
CampaignMaj'Eyal
DifficultyNormal
PermadeathAdventure
Level8
Exp35%
Gold31
Died
  • Killed by Bill the Stone Troll at level 6 on the 78th Pyre 122nd year of Ascendancy at 06:20
  • Killed by thief at level 6 on the 7th Mirth 122nd year of Ascendancy at 00:12
  • Killed by thief at level 6 on the 7th Mirth 122nd year of Ascendancy at 00:55
  • Killed by hornet swarm at level 7 on the 1st Dusk 122nd year of Ascendancy at 04:54
  • Killed by Wrathroot at level 8 on the 3rd Dusk 122nd year of Ascendancy at 12:38
5 times (now dead)
Primary Stats
Strength22
Dexterity18
Magic18
Willpower15
Cunning12
Constitution13

Resources
Life-1/215
Stamina106/114
Mana18/148
Inscriptions (3/3)
Rune
Effective talent level: 1.0
Use mode: Activated
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Activate the rune to teleport randomly in a range of 7.
Its effects scale with your Magic stat.
Phase Door
Infusion
Effective talent level: 1.0
Use mode: Activated
Range: melee/personal
Cooldown: 17
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Activate the infusion to heal yourself for 75 life.
Its effects scale with your Constitution stat.
Healing
Rune
Effective talent level: 1.0
Use mode: Activated
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% over 10 turns and instantly restoring 31 mana.
Manasurge

Offense
Accuracy (main Hand)22
Damage (main Hand)17
APR (main Hand)2
Crit (main Hand)4%
Speed (main Hand)1.00
Spellpower20
Spell Crit1
Spell Speed1
Defense
Fatigue10
Armour14
Armour Hardiness46
Defense7
Ranged Defense10
Physical Save12
Spell Save11
Mental Save9
All Resists(cap) 0%( 70%)
Lightning Resist(cap) 10%( 70%)
Confusion Resistance11%

Talents
Technique / Two-handed Maiming(mastery 1.10)
  • Stunning Blow (class)
Effective talent level: 2.2
Use mode: Activated
Stamina cost: 8.8
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Hits the target with your weapon doing 133% damage. If the attack hits, the target is stunned for 4 turns.
Stun chance increase with your Strength stat.
2/5
  • Sunder Armour (class)
Effective talent level: 1.1
Use mode: Activated
Stamina cost: 13.2
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Hits the target with your weapon doing 123% damage. If the attack hits, the target's armour is reduced by 6 for 5 turns.
Armor reduction chance increase with your Strength stat.
1/5
  • Sunder Arms (class)
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 13.2
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Hits the target with your weapon doing 100% damage. If the attack hits, the target's attack power is reduced by 0 for 4 turns.
Attack power reduction chance increase with your Strength stat.
0/5
  • Blood Frenzy (class)
Effective talent level: 0.0
Use mode: Sustained
Stamina cost: 100
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Enter a blood frenzy, draining stamina quickly(-4 stamina/turn). Each time you kill a foe while in blood frenzy you gain a cumulative bonus to physical power of 0.
Each turn the bonus decreases by 2.
0/5
Technique / Combat Techniques(mastery 1.10)
  • Precise Strikes (class)
Effective talent level: 1.1
Use mode: Sustained
Stamina cost: 30
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: You focus your strikes, reducing your attack speed by 10% and increasing your accuracy by 5 and critical chance by 5%.
The effects will increase with your Dexterity stat.
1/5
  • Rush (class)
Effective talent level: 1.1
Use mode: Activated
Stamina cost: 24.2
Range: 6.00
Cooldown: 35
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Rushes toward your target with incredible speed. If the target is reached you get a free attack doing 120% weapon damage.
If the attack hits the target is dazed for 3 turns.
You must rush from at least 2 tiles away.
1/5
  • Perfect Strike (class)
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 11
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: instant
Description: You have learned to focus your blows to hit your target, granting +100 accuracy for 1 turns.
0/5
  • Blinding Speed (class)
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 27.5
Range: melee/personal
Cooldown: 55
Travel Speed: instantaneous
Usage Speed: instant
Description: Through rigorous training you have learned to focus your actions for a short while, increasing your speed by 0% for 5 turns.
0/5
Technique / Combat Training(mastery 1.10)
  • Thick Skin (generic)
Effective talent level: 0.0
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Your skin becomes more resilient to damage. Increases resistance to all damage by 0%
0/5
  • Armour Training (generic)
Effective talent level: 3.3
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Teaches the usage of armours. Increases armour value by 5 and reduces chance to be critically hit by 6% when wearing a heavy mail armour or a massive plate armour.
It also increases armour hardiness by 16%.
At level 1 it allows you to wear gauntlets, helms and heavy boots.
At level 2 it allows you to wear heavy mail armour.
At level 3 it allows you to wear shields.
At level 4 it allows you to wear massive plate armour.

3/10
  • Combat Accuracy (generic)
Effective talent level: 2.2
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Increases accuracy of unarmed, melee and ranged weapons by 11.
2/10
  • Weapons Mastery (generic)
Effective talent level: 2.2
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Increases Physical Power by 11. Also increases damage done with swords, axes, maces by 23%
2/10
  • Knife Mastery (generic)
Effective talent level: 0.0
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Increases Physical Power by 0. Also increases damage done with knives by 0%
0/10
Technique / Magical Combat(mastery 1.30)
  • Arcane Combat (class)
Effective talent level: 2.6
Use mode: Sustained
Stamina cost: 20
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: instant
Description: Allows one to use a melee weapon to focus spells, granting 27% chance per melee attack to deliver a Flame, Lightning or Earthen Missiles spell as a free action on the target.
Delivering the spell this way will not trigger a spell cooldown, but only works if the spell is not cooling-down.
The chance increases with dexterity.
2/5
  • Arcane Dexterity (class)
Effective talent level: 1.3
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: The user gains a bonus to spellpower equal to 22% of their dexterity.
1/5
  • Arcane Feed (class)
Effective talent level: 0.0
Use mode: Sustained
Stamina cost: 40
Range: 10.00
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Regenerates 0.00 mana per turn while active.
0/5
  • Arcane Destruction (class)
Effective talent level: 0.0
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Raw magical damage channels through the caster's weapon, increasing physical power by 0.
The bonus scales with Magic and Dexterity.
0/5
Cunning / Survival(mastery 0.90)
  • Trap Detection (generic)
Effective talent level: 0.0
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Your attention to detail allows you to detect traps around you (0 detection 'power').
0/5
  • Heightened Senses (generic)
Effective talent level: 0.0
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: You notice the small things others do not notice, allowing you to "see" creatures in a 4 radius even outside of light radius.
This is not telepathy though, and is still limited to line of sight.
0/5
  • Trap Disarm (generic)
Effective talent level: 0.0
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: You have learnt to disarm traps (0 disarm power).
0/5
  • Evasion (generic)
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Your quick wit allows you to see attacks before they come, granting you a 8% chance to completely evade them for 6 turns.
Duration increases with Willpower, and chance to evade with Cunning and Dexterity.
0/5
Spell / Fire(mastery 1.20)
  • Flame (class)
Effective talent level: 2.4
Use mode: Activated
Mana cost: 14.4
Range: 10.00
Cooldown: 6
Travel Speed: 2000% of base
Usage Speed: 1 turn
Description: Conjures up a bolt of fire, setting the target ablaze and doing 91.77 fire damage over 3 turns.
At level 5 it will create a beam of flames.
The damage will increase with your Spellpower.
2/5
  • Flameshock (class)
Effective talent level: 0.0
Use mode: Activated
Mana cost: 36
Range: melee/personal
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Conjures up a cone of flame with radius 3. Any target caught in the area will take 7.65 fire damage and be stunned for 2 turns.
The damage will increase with your Spellpower.
0/5
  • Fireflash (class)
Effective talent level: 0.0
Use mode: Activated
Mana cost: 48
Range: 7.00
Cooldown: 8
Travel Speed: 400% of base
Usage Speed: 1 turn
Description: Conjures up a bolt of fire moving toward the target that explodes into a flash of fire doing 11.84 fire damage in a radius of 1.
The damage will increase with your Spellpower.
0/5
  • Inferno (class)
Effective talent level: 0.0
Use mode: Activated
Mana cost: 120
Range: 10.00
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Raging flames burn foes and allies alike doing 2.61 fire damage in a radius of 5 each turn for 5 turns.
The damage will increase with your Spellpower.
0/5
Spell / Air(mastery 1.20)
  • Lightning (class)
Effective talent level: 1.2
Use mode: Activated
Mana cost: 12
Range: 10.00
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Conjures up mana into a powerful beam of lightning doing 25.45 to 76.34 damage
The damage will increase with your Spellpower.
1/5
  • Chain Lightning (class)
Effective talent level: 1.2
Use mode: Activated
Mana cost: 48
Range: 10.00
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Invokes a forking beam of lightning doing 14.67 to 44.01 damage and forking to another target.
It can hit up to 4 targets up to 10 grids apart and will never hit the same one twice; nor will it hit the caster.
The damage will increase with your Spellpower.
1/5
  • Feather Wind (class)
Effective talent level: 0.0
Use mode: Sustained
Mana cost: 60
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: A gentle wind circles around the caster, increasing carrying capacity by 3 and increasing defense against projectiles by 1.
At level 4 it also makes you slightly levitate, allowing you to ignore some traps.
0/5
  • Thunderstorm (class)
Effective talent level: 0.0
Use mode: Sustained
Mana cost: 204
Range: 5.00
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Conjures a furious, raging lightning storm with a radius of 5 that follows you as long as this spell is active.
Each turn a random lightning bolt will hit up to 0 of your foes for 1 to 2.61 damage.
This powerful spell will continuously drain 0.00 mana while active.
The damage will increase with your Spellpower.
0/5
Spell / Enhancement(mastery 1.20)
  • Fiery Hands (class)
Effective talent level: 1.2
Use mode: Sustained
Mana cost: 48
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Engulfs your hands (and weapons) in a sheath of fire, dealing 5.72 fire damage per melee attack and increasing all fire damage by 2%.
The effects will increase with your Spellpower.
1/5
  • Earthen Barrier (class)
Effective talent level: 0.0
Use mode: Activated
Mana cost: 54
Range: 10.00
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Hardens your skin with the power of earth, reducing physical damage taken by 2% for 10 turns.
Damage reduction will increase with your Spellpower.
0/5
  • Frost Hands (class)
Effective talent level: 0.0
Use mode: Sustained
Mana cost: 48
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Engulfs your hands (and weapons) in a sheath of ice, dealing 0 ice damage per melee attack and increasing all cold damage by 0%.
The effects will increase with your Spellpower.
0/5
  • Inner Power (class)
Effective talent level: 0.0
Use mode: Sustained
Mana cost: 90
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: You concentrate on your inner self, increasing your stats each by 0 up to +11.
Stats increase will improve with your Spellpower.
0/5
Spell / Aegis(mastery 1.10)
  • Heal (generic)
Effective talent level: 2.2
Use mode: Activated
Mana cost: 30
Range: melee/personal
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Call upon the forces of nature to heal your body for 163 life.
The life healed will increase with your Spellpower.
2/5
  • Shielding (generic)
Effective talent level: 1.1
Use mode: Sustained
Mana cost: 48
Range: melee/personal
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Surround yourself with strengthening arcane forces.
Every damage shield, time shield or displacement shield affecting you has its power increased by 26% and duration increased by 3.
The shield value will increase with your Spellpower.
1/5
  • Arcane Shield (generic)
Effective talent level: 0.0
Use mode: Sustained
Mana cost: 60
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Surround yourself with protective arcane forces.
Each time you receive a direct heal (not a life regeneration effect) you automatically get a damage shield of 21% of the heal value for 3 turns.
The shield value will increase with your Spellpower.
0/5
  • Aegis (generic)
Effective talent level: 0.0
Use mode: Activated
Mana cost: 60
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: instant
Description: Release arcane energies into any magical shield currently protecting you, further charging it by 41% of its max absorb value.
It will affect at most 0 shield effects.
Affected shields are: Damage Shield, Time Shield, Displacement Shield.
The charging will increase with your Spellpower.
0/5
Current Effects
TalentArcane Combat
TalentShielding
Quests
Achievements
The Arena
Unlocked Arena mode.
By Trebag the Cornac Arcane Blade level 6
79th Pyre 122nd year of Ascendancy at 10:20

Equipment
In Main Hand
insatiable iron waraxe of defense (5-7 power, 2 apr)

One-handed war axes.

Requires:
- Strength 11
Infused by
nature
Crafted by
a master
3.00 Encumbrance.

Type: weapon / waraxe

Base power: 5.0 - 7.0
Uses stat: 100% Str
Damage type:
Physical
Armour Penetration:
+2
Physical crit. chance:
+3.5%
Attack speed:
100%
Damage when this weapon hits:
+5 nature
When wielded/worn:
Defense:
+3
Resource leech chance:
+10%
Resource leech:
+6
insatiable iron waraxe of defense (5-7 power, 2 apr)
On Fingers
mule's copper ring

Rings can have magical properties.

Powered by arcane forces
0.10 Encumbrance.

Type: jewelry / ring

When wielded/worn:
Fatigue:
-5%
Maximum encumberance:
+21
mule's copper ring
Around Neck
steel amulet of mastery (0.11 Spell / Arcane shield)

Amulets can have magical properties.

Infused by nature
0.10 Encumbrance.

Type: jewelry / amulet

When wielded/worn:
Talent mastery:
+0.11 Spell / Arcane shield
steel amulet of mastery (0.11 Spell / Arcane shield)
Light Source
brass lantern

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.

2.00 Encumbrance.

Type: lite / lite

When wielded/worn:
Light radius:
+2
brass lantern
Main Armor
iron mail armour of lightning resistance (2 def, 4 armour)

A suit of armour made of mail.

Requires:
- Strength 14
- Talent Armour Training (level 2)
Crafted by
a master
14.00 Encumbrance.

Type: armor / heavy

When wielded/worn:
Armour:
+4
Defense:
+2
Fatigue:
+12%
Changes resistances:
+10% lightning
iron mail armour of lightning resistance (2 def, 4 armour)
On Head
champion's iron helm (0 def, 3 armour)

A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.

Requires:
- Talent Armour Training
Crafted by
a master
3.00 Encumbrance.

Type: armor / head

When wielded/worn:
Armour:
+3
Fatigue:
+5%
Changes stats:
+2 Str / +2 Wil
Confusion immunity:
+11%
Light radius:
+1
champion's iron helm (0 def, 3 armour)
Around Waist
spiritwalker's rough leather belt of carrying

A belt that goes around your waist.

Powered by arcane forces
1.00 Encumbrance.

Type: armor / belt

When wielded/worn:
Fatigue:
-4%
Changes stats:
+1 Mag
Maximum encumberance:
+25
Mana each turn:
+0.10
Maximum mana:
+21.00
spiritwalker's rough leather belt of carrying
On Feet
stalker's pair of iron boots of uncanny dodging (0 def, 3 armour)

Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.

Requires:
- Talent Armour Training
Crafted by
a master
3.00 Encumbrance.

Type: armor / feet

When wielded/worn:
Armour:
+3
Ranged Defense:
+3
Fatigue:
+2%
Infravision radius:
+1
stalker's pair of iron boots of uncanny dodging (0 def, 3 armour)
Inventory
wild infusion (resist 11%; cure mental)

Natural infusions may be grafted onto your body, granting you an on-demand ability.

Infused by nature
0.10 Encumbrance.

Type: scroll / infusion

When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: instant
Description: Activate the infusion to cure yourself of mental effects and reduce all damage taken by 11% for 4 turns.

It can be used to inscribe your skin with the infusion..
wild infusion (resist 11%; cure mental)
wizard's sun infusion (rad 5; power 43; turns 4)

Natural infusions may be grafted onto your body, granting you an on-demand ability.

Infused by nature
0.10 Encumbrance.

Type: scroll / infusion

When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 11
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Activate the infusion to brighten the area in a radius of 5, reveals any stealthy creatures.
It will also blind any creatures caught inside (power 43) for 4 turns.
Its effects scale with your Magic stat.

It can be used to inscribe your skin with the infusion..
wizard's sun infusion (rad 5; power 43; turns 4)
phase door rune (range 5)

Magical runes may be inscribed onto your body, granting you an on-demand ability.

Powered by arcane forces
0.10 Encumbrance.

Type: scroll / rune

When inscribed on your body:
Effective talent level: 1.0
Use mode: Activated
Range: melee/personal
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Activate the rune to teleport randomly in a range of 5.

It can be used to inscribe your skin with the rune..
phase door rune (range 5)
acidic iron dagger (5-6.5 power, 5 apr)

Sharp, short and deadly.

Requires:
- Dexterity 11
Infused by
nature
1.00 Encumbrance.

Type: weapon / dagger

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%
Damage when this weapon hits:
+6 acid
acidic iron dagger (5-6.5 power, 5 apr)
mighty elm longbow

Longbows are used to shoot arrows at your foes.

Requires:
- Dexterity 11
- Talent Shoot
Crafted by
a master
4.00 Encumbrance.

Type: weapon / longbow
It must be held with both hands.

Attack speed:
80%
Firing range:
+6
Default ammo(infinite):
Base power: 7.0 - 9.8
Uses stats: 50% Str, 70% Dex
Damage type:
Physical
Armour Penetration:
+5
Physical crit. chance:
+1.0%
When wielded/worn:
Changes damage:
+9% physical
mighty elm longbow
thaloren elm longbow of power

Longbows are used to shoot arrows at your foes.

Requires:
- Dexterity 11
- Talent Shoot
Crafted by
a master
4.00 Encumbrance.

Type: weapon / longbow
It must be held with both hands.

Armour Penetration:
+2
Attack speed:
80%
Firing range:
+6
Default ammo(infinite):
Base power: 11.0 - 15.4
Uses stats: 50% Str, 70% Dex
Damage type:
Physical
Armour Penetration:
+5
Physical crit. chance:
+1.0%
When wielded/worn:
Changes damage:
+9% physical
Talents cooldown: Volley of Arrows (
-2 turns) Steady Shot (-1 turn) Pinning Shot (-1 turn)
thaloren elm longbow of power
iron longsword of crippling (5.5-7.7 power, 2 apr)

Sharp, long, and deadly.

Requires:
- Strength 11
Crafted by
a master
3.00 Encumbrance.

Type: weapon / longsword

Base power: 5.5 - 7.7
Uses stat: 100% Str
Damage type:
Physical
Armour Penetration:
+2
Physical crit. chance:
+2.5%
Attack speed:
100%
When wielded/worn:
Physical crit. chance:
+3.0%
iron longsword of crippling (5.5-7.7 power, 2 apr)
steel longsword (14.5-20.3 power, 3 apr)

Sharp, long, and deadly.

Requires:
- Strength 16
3.00 Encumbrance.

Type: weapon / longsword

Base power: 14.5 - 20.3
Uses stat: 100% Str
Damage type:
Physical
Armour Penetration:
+3
Physical crit. chance:
+3.0%
Attack speed:
100%
steel longsword (14.5-20.3 power, 3 apr)
shocking iron mace (8-11.2 power, 2 apr)

Blunt and deadly.

Requires:
- Strength 11
Powered by
arcane forces
3.00 Encumbrance.

Type: weapon / mace

Base power: 8.0 - 11.2
Uses stat: 100% Str
Damage type:
Physical
Armour Penetration:
+2
Physical crit. chance:
+0.5%
Attack speed:
100%
Damage when this weapon hits:
+5 lightning
shocking iron mace (8-11.2 power, 2 apr)
cured leather sling

Slings are used to hurl stones or metal shots at your foes.

Requires:
- Dexterity 16
- Talent Shoot
4.00 Encumbrance.

Type: weapon / sling

Attack speed:
80%
Firing range:
+7
Default ammo(infinite):
Base power: 19.5 - 23.4
Uses stats: 50% Cun, 70% Dex
Damage type:
Physical
Armour Penetration:
+2
Physical crit. chance:
+4.5%
cured leather sling
rough leather sling

Slings are used to hurl stones or metal shots at your foes.

Requires:
- Dexterity 11
- Talent Shoot
4.00 Encumbrance.

Type: weapon / sling

Attack speed:
80%
Firing range:
+6
Default ammo(infinite):
Base power: 9.0 - 10.8
Uses stats: 50% Cun, 70% Dex
Damage type:
Physical
Armour Penetration:
+1
Physical crit. chance:
+4.0%
rough leather sling
temporal elm staff (4.5-5.4 power, 2 apr, darkness damage)

Staves designed for wielders of magic, by the greats of the art.

Requires:
- Magic 11
Powered by
arcane forces
5.00 Encumbrance.

Type: weapon / staff
It must be held with both hands.

Base power: 4.5 - 5.4
Uses stat: 100% Mag
Damage type:
Darkness
Armour Penetration:
+2
Physical crit. chance:
+2.5%
Attack speed:
100%
When wielded/worn:
Changes damage:
+9% temporal
Spellpower:
+1
Spell crit. chance:
+1%
temporal elm staff (4.5-5.4 power, 2 apr, darkness damage)
flaming iron waraxe (7.5-10.5 power, 2 apr)

One-handed war axes.

Requires:
- Strength 11
Powered by
arcane forces
3.00 Encumbrance.

Type: weapon / waraxe

Base power: 7.5 - 10.5
Uses stat: 100% Str
Damage type:
Physical
Armour Penetration:
+2
Physical crit. chance:
+3.5%
Attack speed:
100%
Damage when this weapon hits:
+4 fire
flaming iron waraxe (7.5-10.5 power, 2 apr)
phase iron waraxe of massacre (11.5-16.1 power, 7 apr)

One-handed war axes.

Requires:
- Strength 11
Powered by
arcane forces
Crafted by
a master
3.00 Encumbrance.

Type: weapon / waraxe

Base power: 11.5 - 16.1
Uses stat: 100% Str
Damage type:
Physical
Armour Penetration:
+7
Physical crit. chance:
+3.5%
Attack speed:
100%
phase iron waraxe of massacre (11.5-16.1 power, 7 apr)
linen robe (0 def, 0 armour)

A cloth vestment. It offers no intrinsic protection but can be enchanted.

2.00 Encumbrance.

Type: armor / cloth

linen robe (0 def, 0 armour)
stargazer's linen robe (0 def, 0 armour)

A cloth vestment. It offers no intrinsic protection but can be enchanted.

Powered by arcane forces
2.00 Encumbrance.

Type: armor / cloth

When wielded/worn:
Changes stats:
+2 Cun
Blindness immunity:
+11%
Spellpower:
+4
stargazer's linen robe (0 def, 0 armour)
pair of rough leather boots of tirelessness (0 def, 1 armour)

A pair of boots made of leather.

Crafted by a master
2.00 Encumbrance.

Type: armor / feet

When wielded/worn:
Armour:
+1
Fatigue:
+1%
Stamina each turn:
+0.30
Maximum stamina:
+10.00
pair of rough leather boots of tirelessness (0 def, 1 armour)
pair of rough leather boots of uncanny dodging (0 def, 1 armour)

A pair of boots made of leather.

Crafted by a master
2.00 Encumbrance.

Type: armor / feet

When wielded/worn:
Armour:
+1
Ranged Defense:
+2
Fatigue:
+1%
pair of rough leather boots of uncanny dodging (0 def, 1 armour)
stalker's pair of iron boots of tirelessness (0 def, 3 armour)

Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.

Requires:
- Talent Armour Training
Crafted by
a master
3.00 Encumbrance.

Type: armor / feet

When wielded/worn:
Armour:
+3
Fatigue:
+2%
Stamina each turn:
+0.30
Maximum stamina:
+11.00
Infravision radius:
+1
stalker's pair of iron boots of tirelessness (0 def, 3 armour)
corrosive rough leather gloves (0 def, 1 armour)

Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.

Powered by arcane forces
1.00 Encumbrance.

Type: armor / hands

When wielded/worn:
Armour:
+1
Changes resistances:
+5% acid
Changes damage:
+4% acid
corrosive rough leather gloves (0 def, 1 armour)
grounding linen wizard hat of cunning (+3) (1 def, 0 armour)

A pointy cloth hat, very wizardly...

Powered by arcane forces
2.00 Encumbrance.

Type: armor / head

When wielded/worn:
Defense:
+1
Changes stats:
+3 Cun
Changes resistances:
+6% lightning
Stun/Freeze immunity:
+12%
grounding linen wizard hat of cunning (+3) (1 def, 0 armour)
linen wizard hat of magic (+2) (1 def, 0 armour)

A pointy cloth hat, very wizardly...

Powered by arcane forces
2.00 Encumbrance.

Type: armor / head

When wielded/worn:
Defense:
+1
Changes stats:
+2 Mag
linen wizard hat of magic (+2) (1 def, 0 armour)
enlightening steel plate armour (4 def, 9 armour)

A suit of armour made of metal plates.

Requires:
- Strength 28
- Talent Armour Training (level 4)
Powered by
arcane forces
17.00 Encumbrance.

Type: armor / massive

When wielded/worn:
Armour:
+9
Defense:
+4
Fatigue:
+22%
Changes stats:
+1 Cun
Spell save:
+5
Mental save:
+5
Blindness immunity:
+10%
Confusion immunity:
+11%
enlightening steel plate armour (4 def, 9 armour)
iron plate armour of lightning resistance (3 def, 7 armour)

A suit of armour made of metal plates.

Requires:
- Strength 22
- Talent Armour Training (level 4)
Crafted by
a master
17.00 Encumbrance.

Type: armor / massive

When wielded/worn:
Armour:
+7
Defense:
+3
Fatigue:
+20%
Changes resistances:
+10% lightning
iron plate armour of lightning resistance (3 def, 7 armour)
agate

Gems can be sold for money or used in arcane rituals.

0.00 Encumbrance.

Type: gem / black

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
agate
spinel

Gems can be sold for money or used in arcane rituals.

0.00 Encumbrance.

Type: gem / green

When wielded/worn:
Defense:
+2
When used to imbue an object:
Defense:
+2
spinel
glowing phial
Infused by
nature
1.00 Encumbrance.

Type: lite / lite

glowing phial
Orb of Scrying

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.

Powered 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.
Orb of Scrying
Rod of Recall (1/1)

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.

Powered by unknown forces
2.00 Encumbrance.

[Plot Item]
Type: wand / wand

It can be used to recall the user to the worldmap, costing 202 power out of 400/400.
Rod of Recall (1/1)
solid elm wand of illumination (10/10)

Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.

Powered by arcane forces
2.00 Encumbrance.

Type: wand / wand

It can be used to light the area, with 10 charges out of 10.
solid elm wand of illumination (10/10)
3 ametrine

Gems can be sold for money or used in arcane rituals.

0.00 Encumbrance.

Type: gem / yellow

When wielded/worn:
Changes damage:
+2% all
When used to imbue an object:
Changes damage:
+2% all
3 ametrine
2 citrine

Gems can be sold for money or used in arcane rituals.

0.00 Encumbrance.

Type: gem / yellow

When wielded/worn:
Light radius:
+1
When used to imbue an object:
Light radius:
+1
2 citrine
zircon

Gems can be sold for money or used in arcane rituals.

0.00 Encumbrance.

Type: gem / yellow

When wielded/worn:
Changes resistances:
+2% all
When used to imbue an object:
Changes resistances:
+2% all
zircon

Last Messages

Large brown snake is free from the ice.
Wrathroot hits large brown snake for
11 cold damage.
Wrathroot hits Trebag for
19 cold damage.
Wrathroot hits copperhead snake for
11 cold damage.
Wrathroot uses Infusion: Wild.

Wrathroot lessens the pain.

Copperhead snake is free from the ice.

Wrathroot hits copperhead snake for
11 cold damage.
Wrathroot hits Trebag for
19 cold damage.
Wrathroot hits large brown snake for
19 cold damage.
Wrathroot hits Trebag for
13 physical damage.
Wrathroot hits copperhead snake for
19 cold damage.
Wrathroot hits Trebag for
19 cold damage.
Wrathroot hits large brown snake for
19 cold damage.
Wrathroot hits large brown snake for
19 cold damage.
Wrathroot hits Trebag for
19 cold damage.
Wrathroot hits copperhead snake for
19 cold damage.
Trebag is not stunned anymore.

Wrathroot hits Trebag for
12 physical damage.
You require a two handed weapon to use this talent.

You require a two handed weapon to use this talent.

Trebag deactivates Arcane Combat.

Trebag activates Precise Strikes.

Trebag deactivates Shielding.

Trebag activates Fiery Hands.

There is a way to the previous level here (press '<', '>' or right click to use).
Wrathroot killed Trebag!
Saving done.

Saving done.

Saving game...