Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.5 |
| Addons | Stone Wardens DLC Class 1.0.5Donators/Buyers bonus! Old RPG Tileset 1.0.1The work is by daftigod, I'm just putting this here so I can have the md5 check work. Items Vault 1.0.1Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Halfling |
| Class | Archer |
| Level / Exp | 26 / 38% |
| Size | small |
| Lifes / Deaths | Killed by Eilinutta the minotaur at level 18 on the 77th Dusk 122nd year of Ascendancy at 18:40 0 / 7Killed by venom drake at level 20 on the 9th Haze 122nd year of Ascendancy at 05:57 Killed by Urkis, the High Tempest at level 21 on the 23rd Haze 122nd year of Ascendancy at 21:50 Killed by Urkis, the High Tempest at level 21 on the 23rd Haze 122nd year of Ascendancy at 23:48 Killed by headless horror at level 23 on the 39th Haze 122nd year of Ascendancy at 16:34 Killed by forest wight at level 25 on the 44th Haze 122nd year of Ascendancy at 09:05 Killed by The Master at level 26 on the 46th Haze 122nd year of Ascendancy at 08:55 |
Primary Stats
| Strength | 42.92 (base 13) |
| Dexterity | 70.92 (base 50) |
| Constitution | 28 (base 22) |
| Magic | 15 (base 10) |
| Willpower | 21 (base 14) |
| Cunning | 71.92 (base 41) |
Resources
| Life | -365/643 |
| Stamina | 152/228 |
| Healing Factor | 1.41 |
| Regeneration | 3.525 |
Speed
| Mental | -28.571428571429% |
| Attack | 0% |
| Movement | -50% |
| Spell | 0% |
| Global | +60.606060606061% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 6 |
| See Invisible | 3 |
Offense: Mainhand
| Damage | 137 |
| Accuracy | 76 |
| Crit Chance | 78% |
| APR | 70 |
| Speed | 1.12 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 40 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Mind
| Mindpower | 42.489333333333 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +21% |
| All | +12% |
Offense: Damage Penetration
| Arcane | +5% |
| Physical | +7% |
Defense: Base
| Armour (hardiness) | 28 (30%) |
| Defense | 43.51185 |
| Ranged Defense | 46.178516666667 |
| Fatigue | 11 |
| Physical Save | 37.3485 |
| Spell Save | 43.525 |
| Mental Save | 51.799 |
Defense: Resistances
| Darkness | + 30%( 70%) |
| Fire | + 10%( 70%) |
| Nature | + 20%( 70%) |
| Blight | + 35%( 70%) |
| Physical | + 7%( 70%) |
| Cold | + 30%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Bleed Resistance | 50% |
| Blind Resistance | 40% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 584% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 8. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 25%, your defense is increased by 25 and all your resistances by 25%. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 364 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 9 for 8 turns. Also while Heroism is active, you will only die when reaching -344 life. However, when below 0 you cannot see how much life you have left, and you will die if you did not heal before the effect ends. It will always increase your three highest stats. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Archery - bows | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 0.90 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Archery excellence | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Archery - slings | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Technique / Archery training | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Race / Halfling | 1.00 |
| 3/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Technique / Field control | 1.00 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Aim |
| beneficial effect | Increases physical power, physical save, spellpower, spell save, mindpower, and mental save by 24. Militant Mind |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| beneficial effect | Increases your three highest stats by 9. Heroism |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | Slowed by 50% and taking 13 crushing damage per turn. Imploding (slow) |
| detrimental effect | Reduces global action speed by 15%. Slow |
| detrimental effect | The target is stunned, reducing damage by 70%, putting random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
| beneficial effect | The target has 50% chance to evade melee attacks and gains 15 defense. Evasion |
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 |
You successfully escorted the lost anorithil to the recall portal on level 3 of Old Forest. Escort: lost anorithil (level 3 of Old Forest)As a reward you improved Cunning by +2. | done |
You failed to protect the lost anorithil from death by sand-drake. Escort: lost anorithil (level 5 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved Strength by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Strength by +2. | done |
You failed to protect the lost sun paladin from death by skeleton warrior. Escort: lost sun paladin (level 6 of Dreadfell) | failed |
You failed to protect the lost warrior from death by Ce'Numiwe the armoured skeleton warrior. Escort: lost warrior (level 1 of Dreadfell) | failed |
You failed to protect the repented thief from death by emperor wight. Escort: repented thief (level 8 of Dreadfell) | failed |
You failed to protect the temporal explorer from death by Burb the snow giant champion. Escort: temporal explorer (level 4 of Dreadfell) | failed |
You failed to protect the worried loremaster from death by giant white rat. Escort: worried loremaster (level 2 of Ruins of Kor'Pul) | 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 Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire 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. | 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 luminous horror dust. * You've found the needed pouch of faeros ash. * You've found the needed pouch of bone giant dust. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed naga tongue. * You've found the needed vial of elder vampire blood. * You've found the needed giant spider spinneret. 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 ice ant stinger. * You've found the needed vial of greater demon bile. * You've found the needed bear paw. | 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 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 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 |
Equipment
| On feet | dreamer's pair of hardened leather boots of invasion (0 def, 3 armour) dreamer's pair of hardened leather boots of invasion (0 def, 3 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +1.0% Physical power: +4 Armour: +3 Fatigue: +3% Changes resistances penetration: +7% physical Physical save: +5 Spell save: +7 Mental save: +10 A pair of boots made of leather. |
| Quiver | Dayhue (13/23, 36-43.2 power, 3 apr) Dayhue (13/23, 36-43.2 power, 3 apr)Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 36.0 - 43.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +12 Armour Penetration: +3 Physical crit. chance: +5.0% Capacity: 23 Damage when this weapon hits(ranged): +16 arcane / +8 blight Burst (radius 1) on hit: +8 light Shots are used with slings to pummel your foes to death. |
| Light source | Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind (remove a few detrimental mental effects), costing 36 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
| On head | bladed hardened leather cap of trickery (0 def, 3 armour) bladed hardened leather cap of trickery (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Armour: +3 Fatigue: +3% Changes stats: +3 Str / +4 Dex / +3 Cun Damage when the wearer is hit: 6 physical It can be used to activate talent Skullcracker, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 189.02 physical damage. If the attack hits, the target is confused for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
| On hands | sand rough leather gloves of dexterity (+3) (0 def, 6 armour) sand rough leather gloves of dexterity (+3) (0 def, 6 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 Armour: +6 Changes stats: +3 Dex Damage when the wearer hits(melee): 6 physical Changes damage: +4% physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | dwarven-steel pickaxe 'Splendourumbra' (dig speed 2 turns) dwarven-steel pickaxe 'Splendourumbra' (dig speed 2 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +8 Armour: +4 Defense: +6 Changes stats: +6 Str / +1 Mag / +1 Cun Changes resistances: +7% physical Allows you to breathe in: water Maximum life: +26.00 Maximum stamina: +21.00 Light radius: +1 See invisible: +3 When carried: Talent granted: +1 Dig It can be used to activate talent Perfect Strike, placing all other charms into a 24 cooldown : Effective talent level: 1.8 Power cost: 24 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +54 accuracy and allowing you to attack creatures you cannot see without penalty for the next 2 turns. Allows you to dig a wall, remove a tree, create ways. |
| 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 36 power out of 50/50) : Effective talent level: 2.0 Power cost: 36 out of 50/50. 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 26 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. |
| On fingers | gladiator's gold ring of blinding strikes gladiator's gold ring of blinding strikesPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 Changes stats: +6 Str / +5 Con Damage when the wearer hits(melee): 6 physical / 5 lightning / 6 blinding Damage when the wearer is hit: 6 physical / 3 lightning / 5 blinding Rings can have magical properties. |
| Around neck | copper amulet of healing copper amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Cut immunity: +50% Healing mod.: +11% It can be used to activate talent Heal, placing all other charms into a 32 cooldown : Effective talent level: 2.0 Power cost: 32 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 244 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
| In main hand | Starbane the reinforced leather sling Starbane the reinforced leather slingRequires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 4 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 80% Firing range: +9 Burst (radius 1) on hit: +2 light When wielded/worn: Physical power: +9 Changes stats: +5 Str Damage when the wearer hits(ranged): 2 blight Changes resistances penetration: +5% arcane Critical mult.: +10.00% Spellpower: +6 Slings are used to hurl stones or metal shots at your foes. |
| 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 | Black Mesh (8 def, 2 armour, 113.5 block) Black Mesh (8 def, 2 armour, 113.5 block)Requires: - Strength 20 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 Ranged Defense: +8 Fatigue: +12% Changes resistances: +30% darkness / +15% blight Talent granted: +3 Block Stamina each turn: +2.00 When you block an attack, there is a 30% of pulling in the attacker. Black, interwoven tendrils form this mesh that can be used as shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
| Cloak | murderer's cashmere cloak (2 def, 0 armour) murderer's cashmere cloak (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +4 Armour penetration: +5 Defense: +2 Changes stats: +3 Cun / +2 Dex A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Robe of the Archmage (10 def, 10 armour) Robe of the Archmage (10 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 Changes stats: +4 Mag / +4 Wil / +4 Cun Damage when the wearer is hit: 15 arcane Changes resistances: +10% cold / +10% fire Changes damage: +12% all Spell save: +18 Mental save: +15 Blindness immunity: +40% Mana each turn: +1.00 Spellpower: +15 Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
Inventory
Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
halfling rough leather sling of true flight halfling rough leather sling of true flightRequires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 1 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 80% Firing range: +7 When wielded/worn: Accuracy: +5 Physical crit. chance: +6.0% Changes damage: +8% physical Talents cooldown: Multishot (-2 turns) Steady Shot (-1 turn) Pinning Shot (-1 turn) Slings are used to hurl stones or metal shots at your foes. |
resilient cashmere cloak of Eldoral (2 def, 0 armour) resilient cashmere cloak of Eldoral (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Changes stats: +1 Cun / +2 Dex Maximum life: +35.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +40% Defense: +10 Changes stats: +4 Wil / +5 Con Damage when the wearer is hit: 20 nature slow / 20 poison Changes resistances: +30% nature Changes damage: +10% nature / +10% mind / +10% acid Physical save: +10 Spell save: +10 Mindpower: +10 Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
pair of hardened leather boots 'Amoroddabers' (0 def, 7 armour) pair of hardened leather boots 'Amoroddabers' (0 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +7 Fatigue: +3% Changes stats: +1 Mag Changes resistances: +5% arcane Changes damage: +3% arcane Infravision radius: +2 A pair of boots made of leather. |
Zythad (4 def, 0 armour) Zythad (4 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +4 Changes stats: +7 Con / +3 Mag Changes resistances: +6% light Changes damage: +13% arcane Disease immunity: +10% Cut immunity: +10% It can be used to activate talent Arcane Eye, placing all other charms into a 9 cooldown : Effective talent level: 5.0 Power cost: 9 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
67 alchemist agate 67 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
6 onyx 6 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. |
2 lapis lazuli 2 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 emerald 2 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. |
Halydradir HalydradirInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when the wearer hits(melee): 6 mind Damage when the wearer is hit: 4 mind Mental save: +8 Light radius: +3 See stealth: +11 See invisible: +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
survivor's alchemist's lamp of corpselight survivor's alchemist's lamp of corpselightPowered by arcane forces Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +8% darkness / +8% blight Physical save: +8 Spellpower: +3 Spell crit. chance: +4% Light radius: +3 Infravision radius: +3 See invisible: +9 Healing mod.: +13% The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 24 blight damage or heals 32 life. Creatures standing in the retch also have 11% chance to loose a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A normal brass lantern, enhanced by alchemy to make it brighter. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Con / +5 Mag Changes damage: +10% fire / +10% cold / +10% lightning Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Con / +5 Mag Changes damage: +10% fire / +10% cold / +10% lightning Talent mastery: +0.20 Golem / Arcane Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone appears faded with age. It appears to have once been the eye of a golem. |
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. |
5 garnet 5 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 Annulment Rod of AnnulmentPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to force some of your foe's infusions, runes or talents on cooldown, costing 27 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
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 180 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. |
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. |
Achievements
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By Fifteen the Halfling Archer level 18
78th Dusk 122nd year of Ascendancy at 02:52 see stats
Exterminator
Killed 1000 creatures.By Fifteen the Halfling Archer level 17
65th Dusk 122nd year of Ascendancy at 08:03 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Fifteen the Halfling Archer level 21
23rd Haze 122nd year of Ascendancy at 23:42 see stats
Level 10
Got a character to level 10.By Fifteen the Halfling Archer level 10
10th Flare 122nd year of Ascendancy at 23:40 see stats
Level 20
Got a character to level 20.By Fifteen the Halfling Archer level 20
6th Haze 122nd year of Ascendancy at 22:32 see stats
Size matters
Did over 600 damage in one attack.By Fifteen the Halfling Archer level 24
40th Haze 122nd year of Ascendancy at 14:35 see stats
The Arena
Unlocked Arena mode.By Fifteen the Halfling Archer level 8
3rd Mirth 122nd year of Ascendancy at 17:30 see stats
The Restless Dead
Disturbed an old battlefield and survived the consequences.By Fifteen the Halfling Archer level 20
6th Haze 122nd year of Ascendancy at 23:29 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Fifteen the Halfling Archer level 18
73rd Dusk 122nd year of Ascendancy at 08:45 see stats
The secret city
Discovered the truth about mages.By Fifteen the Halfling Archer level 8
2nd Summertide 122nd year of Ascendancy at 23:55 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By Fifteen the Halfling Archer level 18
76th Dusk 122nd year of Ascendancy at 23:11 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers compound.By Fifteen the Halfling Archer level 18
72nd Dusk 122nd year of Ascendancy at 16:24 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Fifteen the Halfling Archer level 18
77th Dusk 122nd year of Ascendancy at 16:33 see stats
Log
Fifteen uses Infusion: Heroism.
Fifteen uses Steady Shot.
Fifteen evades Skeleton warrior.
The Master casts Rune: Invisibility.
The Master vanishes from sight.
Talent Eye Shot is ready to use.
Fifteen's Steady Shot hits The Master for 337 physical, 14 arcane, 9 blight, 9 light (369 total damage).
The Master's loses some focus.
Skeleton warrior hits Fifteen for 50 fire, 77 physical, 15 physical (142 total damage).
Fifteen hits Skeleton warrior for (15 absorbed), 0 physical, (17 absorbed), 0 arcane, (3 absorbed), 0 lightning (0 total damage).
Fifteen evades Skeleton warrior.
Fifteen shoots!
The shield around skeleton warrior crumbles.
Fifteen's Shoot hits Skeleton warrior for (7 absorbed), 0 light (0 total damage).
Fifteen's Shoot hits Skeleton warrior for (139 absorbed), 68 physical, 18 arcane, 11 blight, 11 light (108 total damage).
Fifteen's Shoot hits Skeleton warrior for (11 absorbed), 0 light (0 total damage).
The Master casts Phase Door.
Fifteen is no longer evading attacks.
Fifteen is being crushed.
Skeleton warrior hits Fifteen for 58 fire, 89 physical, 15 physical, 13 physical (175 total damage).
Fifteen hits Skeleton warrior for 15 physical, 17 arcane, 3 lightning (35 total damage).
Skeleton warrior uses Stunning Blow.
Fifteen tries to evade attacks.
Fifteen is stunned!
Fifteen hits Skeleton warrior for (15 absorbed), 0 physical, (17 absorbed), 0 arcane, (3 absorbed), 0 lightning (0 total damage).
Skeleton warrior hits Fifteen for 215 physical, 9 nature (223 total damage).
The Master casts Manathrust.
Saving game...
