Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.5 |
Addons | Steamtech UI 1.1.4 Stone Wardens DLC Class 1.1.3Donators/Buyers bonus! Items Vault 1.1.2Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Cornac |
Class | Rogue |
Level / Exp | 25 / 5% |
Size | medium |
Lifes / Deaths | Killed by degenerated skeleton warrior at level 2 on the 76th Pyre 122nd year of Ascendancy at 08:08 0 / 7Killed by white crystal at level 14 on the 39th Dusk 122nd year of Ascendancy at 22:33 Killed by gigantic corrosive tunneler at level 17 on the 12nd Haze 122nd year of Ascendancy at 12:01 Killed by Adyyassra the lesser vampire at level 20 on the 41st Haze 122nd year of Ascendancy at 13:29 Killed by Adyyassra the lesser vampire at level 20 on the 41st Haze 122nd year of Ascendancy at 14:23 Killed by Kryl-Feijan at level 25 on the 71st Haze 122nd year of Ascendancy at 06:04 Killed by Kryl-Feijan at level 25 on the 71st Haze 122nd year of Ascendancy at 07:08 |
Primary Stats
Strength | 25 (base 11) |
Dexterity | 36.945682798659 (base 40) |
Constitution | 20.945682798659 (base 34) |
Magic | 13 (base 10) |
Willpower | 18 (base 10) |
Cunning | 66 (base 42) |
Resources
Life | -44/489 |
Mana | 164/164 |
Stamina | 185/197 |
Healing Factor | 1.3 |
Regeneration | 2.145 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 13 |
See Invisible | 10 |
Offense: Mainhand
Damage | 79 |
Accuracy | 38 |
Crit Chance | 41% |
APR | 56 |
Speed | 1.00 |
Offense: Offhand
Damage | 60 |
Accuracy | 38 |
Crit Chance | 37% |
APR | 33 |
Speed | 1.00 |
Offense: Spell
Spellpower | 6.5 |
Crit Chance | 18% |
Speed | 1 |
Offense: Mind
Mindpower | 29.5 |
Crit Chance | 18% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +10% |
Physical | +5% |
Cold | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 21 (30%) |
Defense | 48.998176408445 |
Ranged Defense | 48.998176408445 |
Fatigue | 3 |
Physical Save | 22.040494489765 |
Spell Save | 10.85 |
Mental Save | 35.2 |
Defense: Resistances
Nature | + 45%( 70%) |
Fire | + 37%( 70%) |
Light | + 18%( 70%) |
Temporal | + 12%( 70%) |
Blight | + 37%( 70%) |
Physical | + 13%( 70%) |
Cold | + 53%( 70%) |
All | + 6%( 70%) |
Defense: Immunities
Stun Resistance | 23% |
Poison Resistance | 25% |
Instadeath Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 18 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 19% for 4 turns. 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 231 life. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 315 life over 5 turns. Its effects scale with your Cunning stat. |
Class Talents
Cunning / Poisons | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.50 |
| 5/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Technique / Dual techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual weapons | 1.50 |
| 4/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Scoundrel | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 5/5 |
Effects
talent | Precision |
talent | Deadly Poison |
talent | Premonition |
talent | Numbing Poison |
talent | Lacerating Strikes |
detrimental effect | The target is on fire, taking 64.51 fire damage per turn. Burning |
detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Antimagic Disruption |
beneficial effect | Reduces fire damage received by 11%. Premonition Shield |
detrimental effect | The target is infected by a disease, reducing its constitution by 13 and doing 32.18 blight damage per turn. Rotting Disease |
detrimental effect | The target is infected by a disease, reducing its dexterity by 13 and doing 32.18 blight damage per turn. Decrepitude Disease |
beneficial effect | Parrying melee attacks: Has a 33% chance to deflect up to 14 damage from the next 1.6 attack(s). Parrying |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | 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 talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Norgos Lair. Escort: lost anorithil (level 2 of Norgos Lair)As a reward you improved Cunning by +2. | done |
You failed to protect the repented thief from death by minotaur. Escort: repented thief (level 1 of Daikara) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)As a reward you improved Dexterity by +2. | done |
You failed to protect the worried loremaster from death by giant green ant. Escort: worried loremaster (level 4 of Old Forest) | failed |
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 Shardskin. * 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. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 60. | 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 |
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 the fox. He has given you some notes on the ingredients: * You've found the needed pouch of bone giant dust. * You've found the needed skeleton mage skull. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed hummerhorn wing. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed ice ant stinger. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed warg claw. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' | active |
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 | Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | scorching alchemist's lamp of clarity scorching alchemist's lamp of clarityPowered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when the wearer is hit: 13 fire Changes resistances: +7% fire Mental save: +8 Light radius: +3 See stealth: +13 See invisible: +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | hardened leather cap 'Bokundil' (0 def, 3 armour) hardened leather cap 'Bokundil' (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +8 Armour: +3 Fatigue: +3% Changes stats: +5 Str / +5 Wil Damage when the wearer hits(melee): 2 temporal / 2 acid Changes resistances: +7% physical / +6% temporal Physical save: +8 A cap made of leather. |
On hands | hardened leather gloves 'Malyraneg' (0 def, 2 armour) hardened leather gloves 'Malyraneg' (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +11 Armour: +2 Changes stats: +4 Str / +1 Dex / +3 Mag / +1 Cun Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | iron pickaxe of predation (dig speed 29 turns) iron pickaxe of predation (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical power: +4 Changes stats: +1 Str / +2 Dex Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | rogue's steel ring of perseverance rogue's steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 Changes stats: +3 Cun Stun/Freeze immunity: +23% Life regen: +1.40 Rings can have magical properties. |
On fingers | Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 35 power out of 34/50) : Effective talent level: 2.0 Power cost: 35 out of 34/50. Range: 6.0 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 18 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. This item has been sent to the Item's Vault. |
Around neck | cleansing steel amulet of the fish cleansing steel amulet of the fishInfused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% cold / +11% nature / +13% blight Allows you to breathe in: water Poison immunity: +25% Disease immunity: +21% Amulets can have magical properties. |
In main hand | Moon (30-39 power, 30 apr) Moon (30-39 power, 30 apr)Requires: - Dexterity 24 - Cunning 24 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Base power: 30.0 - 39.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +30 Physical crit. chance: +10.0% Attack speed: 100% Damage when this weapon hits: +20 darkness When wielded/worn: Changes damage: +10% darkness Light radius: -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light abound, it fades. |
Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% cold / +20% nature / +20% blight Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
In off hand | elemental dwarven-steel dagger of crippling (19-24.7 power, 7 apr) elemental dwarven-steel dagger of crippling (19-24.7 power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 Base power: 19.0 - 24.7 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Special effect when this weapon hits: random elemental effect Special effect when this weapon crits: cripple the target Damage conversion: 10% fire / 11% cold / 11% lightning / 13% acid When wielded/worn: Physical crit. chance: +4.0% Sharp, short and deadly. |
Cloak | cashmere cloak of fog (6 def, 0 armour) cashmere cloak of fog (6 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +6 Changes resistances: +13% light / +15% fire Stealth bonus: +7 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | The Untouchable (14 def, 12 armour) The Untouchable (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to double the damage taken. This rugged jacket is subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Inventory
wild infusion of the duelist (resist 18%; cure mental) wild infusion of the duelist (resist 18%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental effects and reduce all damage taken by 18% for 4 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of the Rift (222.00 temporal damage, removed from time 4 turns) Rune of the Rift (222.00 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 222.00 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. |
dwarven-steel dagger of paradox (18-23.4 power, 7 apr) dwarven-steel dagger of paradox (18-23.4 power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 Base power: 18.0 - 23.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Damage when this weapon hits: +6 temporal When wielded/worn: Damage when the wearer is hit: 8 temporal Changes resistances: +8% temporal Sharp, short and deadly. |
umbral rough leather gloves of dexterity (+2) (0 def, 1 armour) umbral rough leather gloves of dexterity (+2) (0 def, 1 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 Armour: +1 Changes stats: +2 Dex Damage when the wearer hits(melee): 5 darkness Changes resistances: +6% darkness Changes damage: +3% darkness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
miner's rough leather cap of constitution (+3) (0 def, 3 armour) miner's rough leather cap of constitution (+3) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +1% Changes stats: +3 Con Infravision radius: +1 A cap made of leather. |
5 onyx 5 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Gems can be sold for money or used in arcane rituals. |
5 aquamarine 5 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
2 opal 2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
4 topaz 4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [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. |
6 emerald 6 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. |
jade 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. |
spinel 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. |
Falarevon the brass lantern Falarevon the brass lanternInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Wil Damage when the wearer hits(melee): 4 mind Changes damage: +6% mind 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. |
alchemist's lamp of the zealot alchemist's lamp of the zealotInfused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +3% all Spell save: +7 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
2 garnet 2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 174 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. |
9 amethyst 9 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. |
3 quartz 3 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. |
Achievements
By Snicksnick the Cornac Rogue level 13
15th Dusk 122nd year of Ascendancy at 01:44 see stats
By Snicksnick the Cornac Rogue level 18
31st Haze 122nd year of Ascendancy at 03:54 see stats
By Snicksnick the Cornac Rogue level 23
59th Haze 122nd year of Ascendancy at 21:56 see stats
By Snicksnick the Cornac Rogue level 16
44th Dusk 122nd year of Ascendancy at 00:18 see stats
By Snicksnick the Cornac Rogue level 10
7th Mirth 122nd year of Ascendancy at 12:07 see stats
By Snicksnick the Cornac Rogue level 20
37th Haze 122nd year of Ascendancy at 19:05 see stats
By Snicksnick the Cornac Rogue level 17
74th Dusk 122nd year of Ascendancy at 04:32 see stats
By Snicksnick the Cornac Rogue level 10
10th Mirth 122nd year of Ascendancy at 11:53 see stats
By Snicksnick the Cornac Rogue level 24
61st Haze 122nd year of Ascendancy at 06:00 see stats
By Snicksnick the Cornac Rogue level 18
31st Haze 122nd year of Ascendancy at 18:25 see stats
By Snicksnick the Cornac Rogue level 18
17th Haze 122nd year of Ascendancy at 17:59 see stats
By Snicksnick the Cornac Rogue level 18
31st Haze 122nd year of Ascendancy at 00:44 see stats
By Snicksnick the Cornac Rogue level 17
12nd Haze 122nd year of Ascendancy at 10:34 see stats
Log
Kryl-Feijan's cleansing fire area effect hits Kryl-Feijan for 8 fire damage.
Acolyte of the Sect of Kryl-Feijan is not cripple anymore.
Acolyte of the Sect of Kryl-Feijan casts Flame.
Kryl-Feijan is on fire!
Acolyte of the Sect of Kryl-Feijan hits Snicksnick for (88 absorbed), 0 fire (0 total damage).
Acolyte of the Sect of Kryl-Feijan hits Kryl-Feijan for 72 fire damage.
Bleeding from Snicksnick hits Acolyte of the Sect of Kryl-Feijan for 2 physical damage.
Elven tempest hits Snicksnick for (30 absorbed), 0 lightning (0 total damage).
Bleeding from Snicksnick hits Kryl-Feijan for 6 physical damage.
Burning from Acolyte of the Sect of Kryl-Feijan hits Kryl-Feijan for 24 fire damage.
Your shield crumbles under the damage!
The shield around Snicksnick crumbles.
The protective shield of Snicksnick disappears.
Burning from Kryl-Feijan hits Snicksnick for (17 absorbed), 50 fire (50 total damage).
Rotting Disease from Kryl-Feijan hits Snicksnick for 25 blight damage.
Decrepitude Disease from Kryl-Feijan hits Snicksnick for 25 blight damage.
Kryl-Feijan's cleansing fire area effect hits Elven tempest for 31 fire damage.
Acolyte of the Sect of Kryl-Feijan casts Rune: Manasurge.
Acolyte of the Sect of Kryl-Feijan starts to surge mana.
Bleeding from Snicksnick hits Acolyte of the Sect of Kryl-Feijan for 2 physical damage.
Bleeding from Snicksnick hits Kryl-Feijan for 6 physical damage.
Burning from Acolyte of the Sect of Kryl-Feijan hits Kryl-Feijan for 24 fire damage.
Talent Stealth is ready to use.
Talent Infusion: Wild is ready to use.
Talent Dual Strike is ready to use.
Snicksnick casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Saving game...