













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.6 |
| Addons | Items Vault 1.6.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Halfling |
| Class | Wyrmic |
| Level / Exp | 21 / 29% |
| Size | small |
| Lifes / Deaths | Killed by shadow at level 10 on the 9th Mirth 122nd year of Ascendancy at 01:48 4 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 25 (base 17) |
| Dexterity | 13 (base 10) |
| Constitution | 29 (base 11) |
| Magic | 10 (base 10) |
| Willpower | 66 (base 50) |
| Cunning | 53 (base 37) |
Resources
| Life | 1072/1072 |
| Equilibrium | 28 |
| Healing Factor | 1.443216080402 |
| Regeneration | 26.614581005984 |
Speed
| Mental | +12.02863780958% |
| Attack | +12.02863780958% |
| Movement | +22.60995032651% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 68 |
| Accuracy | 50 |
| Crit Chance | 29% |
| APR | 43 |
| Speed | 0.89 |
Offense: Offhand
| Damage | 66 |
| Accuracy | 50 |
| Crit Chance | 32% |
| APR | 23 |
| Speed | 0.89 |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 59 |
| Crit Chance | 28% |
| Speed | 0.8926289023524 |
Offense: Damage Bonus
| Darkness | +6% |
| Nature | +32% |
| Acid | +13% |
| Cold | +12% |
| All | 0% |
Offense: Damage Penetration
| Mind | +15% |
| Physical | +5% |
| Light | +10% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 67.583538275621 (30%) |
| Defense | 27 |
| Ranged Defense | 27 |
| Fatigue | 10 |
| Physical Save | 32 |
| Spell Save | 26 |
| Mental Save | 40 |
Defense: Resistances
| Lightning | + 11%( 70%) |
| Acid | + 41%( 70%) |
| Nature | + 57%( 70%) |
| Darkness | + 7%( 70%) |
| Cold | + 17%( 70%) |
| Physical | + 25%( 70%) |
| Fire | + 5%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (3/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 281 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 23% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 172 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fungus | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Icy Skin |
| talent | Psiblades |
Quests
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 grave | active |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved Constitution by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You 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 Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. 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.' * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed green worm. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 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 | Duskvice the pair of hardened leather boots (0 def, 3 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Effects on melee hit: * 20% chance to reduce damage dealt by 28% Damage when hit (Melee): 4 cold Changes stats: +4 Cun / +3 Wil Changes resistances penetration: +15% mind Changes damage: +6% darkness / +12% cold Physical save: +8 (+4 eff.) Spell save: +5 (+2 eff.) Mental save: +7 (+2 eff.) A pair of boots made of leather. |
| Light source | Betita the BilewyrdInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +18% nature Changes resistances penetration: +10% nature Changes damage: +12% nature Maximum life: +40.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Zugar the rough leather cap (5 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +10 (+5 eff.) Physical crit. chance: +2.0% Armour: +1 Defense: +5 (+3 eff.) Fatigue: +1% Changes stats: +3 Wil / +2 Cun / +2 Con Changes resistances: +6% acid Only die when reaching: -80.00 life Maximum stamina: +30.00 Mindpower: +4 (+1 eff.) A cap made of leather. |
| On hands | naturalist's rough leather gloves of strength (+3) (0 def, 1 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +1 Damage (Melee): 6 nature Changes stats: +3 Str Changes resistances: +6% nature Changes damage: +4% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Runirach the iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +1 Str / +3 Con Changes resistances: +11% nature Changes resistances penetration: +5% physical Changes damage: +6% nature Only die when reaching: -80.00 life When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | copper ring of nature (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% nature Changes damage: +10% nature Rings can have magical properties. |
| On fingers | solipsist's steel ring of corrosion (+26%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Cun / +5 Wil Changes resistances: +26% acid Changes damage: +13% acid Mindpower: +6 (+2 eff.) Rings can have magical properties. |
| Around neck | Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +15 Fatigue: +2% Changes stats: +6 Str / +6 Con Changes resistances: +20% physical Talent mastery: +0.20 Technique / Battle tactics Reduces opponents crit chance: 10% A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
| In main hand | Ravenkill (97% power, 43 apr, nature damage)Requires: - Willpower 24 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 97% Range: 1.1x Uses stats: 90% Wil, 54% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +43 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * Deals 99 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) Damage (Melee): +12 darkness Damage (radius 1) on hit: +8 nature When wielded/worn: Physical crit. chance: +3.0% Armour: +8 Changes resistances: +3% darkness Talent granted: +1 Attune Mindstar Maximum stamina: +20.00 Mindpower: +11 (+3 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | Glimmerquencher the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +14 Defense: +8 (+4 eff.) Effects on melee hit: * 10 arcane resource burn Changes resistances penetration: +10% light Physical save: +15 (+7 eff.) Disease immunity: +10% Knockback immunity: +20% Maximum life: +100.00 Light radius: +1 A belt that goes around your waist. |
| In off hand | Bloomsoul (94% power, 23 apr, nature damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Power: 95% Range: 1.1x Uses stats: 90% Wil, 54% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +23 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Talent mastery: +0.30 Wild-gift / Fungus Life regen: +2.00 Mindpower: +14 (+4 eff.) Mental crit. chance: +4% Healing mod.: +20% Activating this item is instant. It can be used to activate talent Bloom Heal (costing 40 power out of 40/40) : Effective talent level: 1.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 40 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
| Cloak | thick linen cloak of Iron Throne (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+1 eff.) Changes stats: +1 Str / +1 Con Changes resistances: +10% cold 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 command (12 def, 7 armour)Requires: - Strength 14 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +7 Defense: +12 (+6 eff.) Fatigue: +7% Changes stats: +2 Cun Mental save: +12 (+4 eff.) Life regen: +4.40 Maximum life: +34.00 Healing mod.: +10% A suit of armour made of leather. |
Inventory
regeneration infusion of the titan (heal 160; 14 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 160 life over 5 turns. Its effects scale with your Constitution 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 nature talent. |
insulating copper amulet of willpower (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +11% fire / +12% cold Amulets can have magical properties. |
stabilizing copper amulet of cunning (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Cun Changes resistances: +10% temporal Pinning immunity: +22% Knockback immunity: +20% Amulets can have magical properties. |
copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings can have magical properties. |
copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings can have magical properties. |
savior's copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +7 (+3 eff.) Spell save: +7 (+3 eff.) Mental save: +7 (+2 eff.) Stun/Freeze immunity: +23% Life regen: +2.00 Rings can have magical properties. |
steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. |
Isliriayanor the KindlekarmaCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +15 (+7 eff.) Armour: +2 Changes stats: +4 Dex / +4 Cun / +6 Lck Changes resistances penetration: +5% fire Changes damage: +3% light / +9% physical Trap disarming bonus: +7 Stealth bonus: +6 Physical save: +9 (+4 eff.) Infravision radius: +4 A belt that goes around your waist. |
hardened leather belt 'Polireta'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +3 (+1 eff.) Defense: +25 (+13 eff.) Spell save: +8 (+4 eff.) Blindness immunity: +10% Cut immunity: +10% Maximum life: +60.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Size category: +1 A belt that goes around your waist. |
pair of rough leather boots 'Unruromihell' (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Cun / +3 Wil Changes resistances: +2% physical Physical save: +5 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +5 (+2 eff.) Disease immunity: +10% Mindpower: +10 (+3 eff.) See invisible: +3 Healing mod.: +5% A pair of boots made of leather. |
Xanebeth (6 def, 6 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +6 Defense: +6 (+3 eff.) Changes stats: +1 Mag Changes resistances: +6% acid Equilibrium when hit: +0.80 Psi when hit: +0.90 Hate when hit: +0.70 Only die when reaching: -20.00 life Maximum life: +20.00 A pointy cloth hat, very wizardly... |
linen wizard hat of lightning (+16%) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +16% lightning Changes damage: +11% lightning A pointy cloth hat, very wizardly... |
cleansing cured leather armour of the deep (6 def, 6 armour)Requires: - Strength 14 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +6 (+3 eff.) Fatigue: +7% Changes resistances: +6% acid / +6% cold / +11% nature / +10% blight Allows you to breathe in: water A suit of armour made of leather. |
13 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
104 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. |
3 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Lisyna the brass lanternInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +4 Changes resistances: +6% acid Mental save: +6 (+2 eff.) Maximum life: +80.00 Light radius: +3 See stealth: +6 See invisible: +6 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. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(123 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 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. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (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 after 40 turns Activation costs 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 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) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are 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. |
4 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% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
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% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 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% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Antimagic! (Nightmare (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By scary bob the Halfling Wyrmic level 16
74th Dusk 122nd year of Ascendancy at 03:58 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By scary bob the Halfling Wyrmic level 15
30th Dusk 122nd year of Ascendancy at 17:20 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By scary bob the Halfling Wyrmic level 19
13rd Haze 122nd year of Ascendancy at 06:11 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By scary bob the Halfling Wyrmic level 10
8th Mirth 122nd year of Ascendancy at 18:47 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By scary bob the Halfling Wyrmic level 20
13rd Haze 122nd year of Ascendancy at 06:18 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By scary bob the Halfling Wyrmic level 16
56th Dusk 122nd year of Ascendancy at 12:46 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By scary bob the Halfling Wyrmic level 7
1st Mirth 122nd year of Ascendancy at 07:40 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By scary bob the Halfling Wyrmic level 16
47th Dusk 122nd year of Ascendancy at 23:19 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By scary bob the Halfling Wyrmic level 16
47th Dusk 122nd year of Ascendancy at 09:44 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By scary bob the Halfling Wyrmic level 20
13rd Haze 122nd year of Ascendancy at 10:32 see stats
Log
You gain 1.25 gold from the transmogrification of dwarven-steel pickaxe of endurance (dig speed 31 turns).
You gain 2.36 gold from the transmogrification of shocking dwarven-steel shield of purity (0 def, 6 armour, 100% power, 77.5 block).
You gain 1.00 gold from the transmogrification of Wrathroot's Barkwood (9 def, 10 armour, 100% power, 60 block).
You gain 4.48 gold from the transmogrification of troll-hide cured leather armour of fire resistance (6 def, 4 armour).
You gain 4.58 gold from the transmogrification of stabilizing rough leather cap of the bounder (0 def, 1 armour).
You gain 0.75 gold from the transmogrification of rough leather cap of dexterity (+3) (0 def, 1 armour).
You gain 6.29 gold from the transmogrification of umbral hardened leather gloves of the starseeker (0 def, 2 armour).
You gain 0.10 gold from the transmogrification of pair of rough leather boots (0 def, 1 armour).
You gain 3.38 gold from the transmogrification of insulating pair of iron boots of phasing (0 def, 3 armour).
You gain 3.01 gold from the transmogrification of murderer's linen cloak (1 def, 0 armour).
You gain 2.30 gold from the transmogrification of rough leather belt of shielding.
You gain 0.05 gold from the transmogrification of rough leather belt.
You gain 1.86 gold from the transmogrification of blurring hardened leather belt of the mystic.
You gain 7.50 gold from the transmogrification of Girdle of the Calm Waters.
You gain 3.68 gold from the transmogrification of balanced steel waraxe of erosion (108% power, 3 apr).
You gain 5.25 gold from the transmogrification of balanced dwarven-steel waraxe of corruption (118% power, 4 apr).
You gain 7.14 gold from the transmogrification of void walker's ash vilestaff of might (111% power, 3 apr, darkness element).
You gain 3.14 gold from the transmogrification of honing mossy mindstar (72% power, 12 apr, mind damage).
You gain 2.56 gold from the transmogrification of creative mossy mindstar of life (75% power, 12 apr, nature damage).
You gain 1.41 gold from the transmogrification of chilling steel longsword of massacre (123% power, 3 apr).
You gain 13.04 gold from the transmogrification of steel greatsword 'Kindlerot' (121% power, 2 apr).
You gain 0.60 gold from the transmogrification of shatter afflictions rune (absorb 35; cd 14).
You gain 1.87 gold from the transmogrification of biting gale rune of the duelist (damage 116; dur 4; cd 18).
You gain 25.00 gold from the transmogrification of Prismatic Rune (6 turns; acid, fire, arcane, physical).
You gain 1.50 gold from the transmogrification of wild infusion of the warrior (res 23%; mental; dur 4; cd 13).
You gain 1.52 gold from the transmogrification of movement infusion (speed 572%; cd 15).
There is a way to the old forest here (press '' or right click to use).
Scary bob deactivates Icy Skin.
Scary bob deactivates Psiblades.
































































































