Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.5 |
| Addons | Items Vault 1.1.2Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Rogue |
| Level / Exp | 19 / 37% |
| Size | medium |
| Lifes / Deaths | Killed by greater gwelgoroth at level 14 on the 6th Dusk 122nd year of Ascendancy at 15:11 0 / 7Killed by Rrifi the human at level 18 on the 11st Haze 122nd year of Ascendancy at 10:35 Killed by greater gwelgoroth at level 18 on the 60th Haze 122nd year of Ascendancy at 13:08 Killed by Eiliniyanne the golem at level 19 on the 33rd Regrowth 123rd year of Ascendancy at 10:13 Killed by Glorovena the skeleton archer at level 19 on the 63rd Pyre 123rd year of Ascendancy at 08:12 Killed by Eilinulrabeth the skeleton warrior at level 19 on the 63rd Pyre 123rd year of Ascendancy at 11:17 Killed by Betikira the master vampire at level 19 on the 63rd Pyre 123rd year of Ascendancy at 14:56 |
Primary Stats
| Strength | 18 (base 16) |
| Dexterity | 43 (base 40) |
| Constitution | 12 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 15 (base 10) |
| Cunning | 49 (base 43) |
Resources
| Life | -23/434 |
| Stamina | 146/146 |
| Healing Factor | 1.12 |
| Regeneration | 17.36 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 5 |
Offense: Mainhand
| Damage | 58 |
| Accuracy | 47 |
| Crit Chance | 29% |
| APR | 46 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 34 |
| Accuracy | 47 |
| Crit Chance | 34% |
| APR | 27 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27.55 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +4% |
| Acid | +3% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 14 (30%) |
| Defense | 29.738853926276 |
| Ranged Defense | 31.238853926276 |
| Fatigue | 7 |
| Physical Save | 29.25 |
| Spell Save | 33.725 |
| Mental Save | 30.7 |
Defense: Resistances
| Lightning | + 9%( 70%) |
| Fire | + 9%( 70%) |
| Physical | + 8%( 70%) |
| Cold | + 11%( 70%) |
| All | + 3%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| 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 mental, physical effects and reduce all damage taken by 24% for 4 turns. Its effects scale with your Dexterity stat. |
| 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 241 life over 5 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 7. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 26%, your defense is increased by 26 and all your resistances by 26%. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual weapons | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.41 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Scoundrel | 1.50 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 5/5 |
Effects
| talent | Precision |
| talent | Lacerating Strikes |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Antimagic Disruption |
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. | active |
You successfully escorted the lost anorithil to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost anorithil (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +2. | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: temporal explorer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Spin Fate (+1 level(s)). | done |
You failed to protect the worried loremaster from death by crimson crystal. Escort: worried loremaster (level 1 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 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 Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 21. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed skeleton mage skull. * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed ice ant stinger. | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | blood-soaked pair of iron boots of uncanny dodging (3 def, 3 armour) blood-soaked pair of iron boots of uncanny dodging (3 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +3 Physical crit. chance: +3.0% Physical power: +3 Armour: +3 Defense: +3 Ranged Defense: +3 Fatigue: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | survivor's brass lantern of the zealot survivor's brass lantern of the zealotInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% all Physical save: +6 Spell save: +5 Light radius: +2 Healing mod.: +12% 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. |
| On head | Xuwen the hardened leather cap (0 def, 3 armour) Xuwen the hardened leather cap (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when the wearer hits(melee): 4 acid Changes resistances: +6% fire / +8% cold / +6% lightning Changes damage: +3% acid Spell save: +9 A cap made of leather. |
| On hands | heroic iron gauntlets of dexterity (+3) (0 def, 4 armour) heroic iron gauntlets of dexterity (+3) (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +12 Armour: +4 Changes stats: +3 Dex Mental save: +6 Maximum life: +41.00 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | savior's steel ring savior's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical save: +6 Spell save: +7 Mental save: +7 Rings can have magical properties. |
| On fingers | solipsist's steel ring of blinding strikes solipsist's steel ring of blinding strikesPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Cun / +5 Wil Damage when the wearer hits(melee): 4 physical / 3 blinding / 5 lightning Damage when the wearer is hit: 4 physical / 5 blinding / 4 lightning Mindpower: +5 Rings can have magical properties. |
| Around neck | copper amulet of mastery (0.11 Cunning / Lethality) copper amulet of mastery (0.11 Cunning / Lethality)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Talent mastery: +0.11 Cunning / Lethality Amulets can have magical properties. |
| In main hand | Unerring Scalpel (15-19.5 power, 25 apr) Unerring Scalpel (15-19.5 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 55% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 Physical crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 Blind-Fight:This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
| Around waist | rough leather belt of carrying rough leather belt of carryingPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +22 A belt that goes around your waist. |
| In off hand | elemental steel dagger of ruin (10-13 power, 6 apr) elemental steel dagger of ruin (10-13 power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 10.0 - 13.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Special effect when this weapon hits: random elemental effect Damage conversion: 8% fire / 12% cold / 12% lightning / 9% acid When wielded/worn: Armour penetration: +5 Physical crit. chance: +4.0% Critical mult.: +8.00% Sharp, short and deadly. |
| Cloak | marshal's linen cloak of protection (1 def, 0 armour) marshal's linen cloak of protection (1 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +2 Str / +2 Con Physical save: +5 Spell save: +6 Mental save: +6 Maximum life: +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | troll-hide cured leather armour of stability (2 def, 4 armour) troll-hide cured leather armour of stability (2 def, 4 armour)Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +7% Changes resistances: +5% physical Physical save: +11 Life regen: +5.50 A suit of armour made of leather. |
Inventory
clarifying steel amulet of the fish clarifying steel amulet of the fishInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% mind / +10% cold Allows you to breathe in: water Confusion immunity: +20% Amulets can have magical properties. |
stabilizing steel amulet of cunning (+3) stabilizing steel amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Cun Changes resistances: +15% temporal Pinning immunity: +22% Knockback immunity: +27% Amulets can have magical properties. |
gold ring gold ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings can have magical properties. |
rogue's copper ring of perseverance rogue's copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 Changes stats: +3 Cun Stun/Freeze immunity: +21% Life regen: +0.80 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. flaming steel battleaxe of crippling (22-33 power, 2 apr)flaming steel battleaxe of crippling (22-33 power, 2 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 22.0 - 33.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% Special effect when this weapon crits: cripple the target Burst (radius 1) on hit: +8 fire When wielded/worn: Physical crit. chance: +9.0% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. icy dwarven-steel dagger (17-22.1 power, 7 apr)icy dwarven-steel dagger (17-22.1 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 Base power: 17.0 - 22.1 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 ice Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. insidious dwarven-steel dagger of projection (19.5-25.35 power, 7 apr)insidious dwarven-steel dagger of projection (19.5-25.35 power, 7 apr) Requires: - Dexterity 24 Infused by nature Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 Base power: 19.5 - 25.4 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: +7 mind / +20 insidious poison It can be used to project an attack as mind damage doing 100% weapon damage, placing all other charms into a 6 cooldown. Sharp, short and deadly. |
plaguebringer's steel dagger of evisceration (8.5-11.05 power, 6 apr) plaguebringer's steel dagger of evisceration (8.5-11.05 power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 8.5 - 11.1 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 1). Special effect when this weapon crits: wounds the target Damage when this weapon hits: +4 blight When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 Disease immunity: +10% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. insidious dwarven-steel mace of crippling (26-36.4 power, 4 apr)insidious dwarven-steel mace of crippling (26-36.4 power, 4 apr) Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 26.0 - 36.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% Special effect when this weapon crits: cripple the target Damage when this weapon hits: +17 insidious poison When wielded/worn: Physical crit. chance: +6.0% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. blighted yew magestaff (20-24 power, 4 apr, arcane damage)blighted yew magestaff (20-24 power, 4 apr, arcane 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: Arcane Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when the wearer hits(melee): 8 infective blight Changes damage: +20% arcane Talent granted: +1 Command Staff Vim when firing critical spell: +2.00 Maximum vim: +19.00 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. cruel yew vilestaff (20-24 power, 4 apr, darkness damage)cruel yew vilestaff (20-24 power, 4 apr, darkness damage) Requires: - Magic 24 Crafted by a master 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 Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +7.0% Changes damage: +20% darkness Talent granted: +1 Command Staff Critical mult.: +16.00% 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. cashmere robe of life (2 def, 0 armour)cashmere robe of life (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 Changes resistances: +11% blight Life regen: +2.30 Maximum life: +44.00 Healing mod.: +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. mindwoven woollen robe (0 def, 0 armour)mindwoven woollen robe (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Mental save: +17 Mindpower: +2 Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. cashmere wizard hat of fire (+21%) (2 def, 0 armour)cashmere wizard hat of fire (+21%) (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Changes resistances: +21% fire Changes damage: +14% fire A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. Iron Mail of Bloodletting (2 def, 4 armour)Iron Mail of Bloodletting (2 def, 4 armour) Requires: - Strength 14 - Talent Armour Training Powered by arcane forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +12% Changes stats: +2 Str / +2 Con Changes resistances: +10% fire / +10% blight / +10% darkness / +10% acid Talent mastery: +0.10 Technique / Bloodthirst Life regen: +0.50 Healing mod.: +30% It can be used to activate talent Bloodcasting (costing 60 power out of 60/60) : Effective talent level: 2.0 Power cost: 60 out of 60/60. Range: 10.0 Travel Speed: instantaneous Is: a spell Description: For 4 turns, your corruption spells will consume health instead of vim if their cost is higher than your vim. Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
This item will automatically be transmogrified when you leave the level. cleansing hardened leather armour of the deep (3 def, 10 armour)cleansing hardened leather armour of the deep (3 def, 10 armour) Requires: - Strength 16 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +10 Defense: +3 Fatigue: +8% Changes resistances: +5% cold / +7% acid / +11% nature / +15% blight Allows you to breathe in: water A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. radiant hardened leather armour of clarity (3 def, 6 armour)radiant hardened leather armour of clarity (3 def, 6 armour) Requires: - Strength 16 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 Fatigue: +8% Changes stats: +2 Wil Damage when the wearer is hit: 6 light Changes resistances: +6% mind / +15% blight / +10% darkness Mental save: +12 Light radius: +1 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. steel shield of arcane resistance (+12%) (6 def, 2 armour, 45 block)steel shield of arcane resistance (+12%) (6 def, 2 armour, 45 block) Requires: - Strength 16 - Talent Armour Training (level 2) Infused by arcane disrupting forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 Ranged Defense: +6 Fatigue: +8% Changes resistances: +12% arcane Talent granted: +2 Block Handheld deflection devices |
4 agate 4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Gems can be sold for money or used in arcane rituals. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Gems can be sold for money or used in arcane rituals. |
4 aquamarine 4 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
5 opal 5 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. |
6 spinel 6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
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. |
garnet 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 (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once(also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power, any items dropped inside is transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 Mindpower: +3 It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 44 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
8 amethyst 8 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. |
quartz 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. |
3 ametrine 3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. |
8 citrine 8 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. |
6 zircon 6 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Cadiz the Cornac Rogue level 19
50th Pyre 123rd year of Ascendancy at 06:02 see stats
Exterminator
Killed 1000 creatures.By Cadiz the Cornac Rogue level 18
77th Haze 122nd year of Ascendancy at 06:13 see stats
Fear me not!
Survived the Fearscape!By Cadiz the Cornac Rogue level 16
14th Dusk 122nd year of Ascendancy at 05:28 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Cadiz the Cornac Rogue level 18
79th Haze 122nd year of Ascendancy at 06:28 see stats
Level 10
Got a character to level 10.By Cadiz the Cornac Rogue level 10
2nd Flare 122nd year of Ascendancy at 12:28 see stats
Poisonous
Sided with the assassin lord.By Cadiz the Cornac Rogue level 17
18th Dusk 122nd year of Ascendancy at 14:54 see stats
Silver Donator
Donated at least 6 euros to Tales of Maj'Eyal.By Cadiz the Cornac Rogue level 18
79th Haze 122nd year of Ascendancy at 02:25 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Cadiz the Cornac Rogue level 17
62nd Dusk 122nd year of Ascendancy at 01:47 see stats
The secret city
Discovered the truth about mages.By Cadiz the Cornac Rogue level 17
24th Dusk 122nd year of Ascendancy at 22:04 see stats
Unstoppable
Returned from the dead.By Cadiz the Cornac Rogue level 19
63rd Pyre 123rd year of Ascendancy at 11:17 see stats
Log
Betikira the master vampire's aether beam hits Cadiz for 2 arcane damage.
Betikira the master vampire leeches life from Cadiz!
Betikira the master vampire's aether beam hits Cadiz for 2 arcane damage.
Cadiz feels pain again.
Betikira the master vampire's aether beam hits Cadiz for 2 arcane damage.
Betikira the master vampire's aether beam hits Cadiz for 2 arcane damage.
Betikira the master vampire's aether beam hits Cadiz for 2 arcane damage.
The protective shield of Betikira the master vampire disappears.
Betikira the master vampire stops burning.
Betikira the master vampire casts Teleport.
Bleeding from Cadiz hits Betikira the master vampire for 5 physical damage.
Betikira the master vampire's aether beam hits Cadiz for 3 arcane damage.
Cadiz casts Rune: Phase Door.
Cadiz is out of phase.
Cadiz stops regenerating health quickly.
Cadiz is no longer out of phase.
Talent Dirty Fighting is ready to use.
Something leeches life from Cadiz!
Something receives 16 healing from Cadiz.
Something hits Cadiz for 135 lightning damage.
Talent Infusion: Wild is ready to use.
Something hits Cadiz for 210 lightning damage.
Talent Rune: Phase Door is ready to use.
Saving game...
