Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.0 |
Addons | Items Vault 1.0.0 |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Halfling |
Class | Rogue |
Level / Exp | 25 / 96% |
Size | small |
Lifes / Deaths | Killed by Assassin Lord at level 12 on the 44th Dusk 122nd year of Ascendancy at 01:42 0 / 8Killed by greater multi-hued wyrm at level 19 on the 72nd Haze 122nd year of Ascendancy at 00:07 Killed by greater multi-hued wyrm at level 19 on the 72nd Haze 122nd year of Ascendancy at 04:25 Killed by poison gas trap at level 22 on the 9th Allure 123rd year of Ascendancy at 11:10 Killed by Subject Z at level 22 on the 2nd Regrowth 123rd year of Ascendancy at 19:24 Killed by Subject Z at level 22 on the 2nd Regrowth 123rd year of Ascendancy at 20:53 Killed by forest wight at level 24 on the 45th Regrowth 123rd year of Ascendancy at 07:16 Killed by orc pyromancer at level 25 on the 52nd Regrowth 123rd year of Ascendancy at 06:54 |
Primary Stats
Strength | 10 (base 13) |
Dexterity | 47 (base 37) |
Constitution | 27 (base 22) |
Magic | 10 (base 10) |
Willpower | 22 (base 10) |
Cunning | 82 (base 55) |
Resources
Life | -73/622 |
Stamina | 186/227 |
Psi | 112/112 |
Healing Factor | 1.2242600352289 |
Regeneration | 61.690463175182 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -37.5% |
Spell | 0% |
Global | +86.070797642506% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 8 |
Offense: Mainhand
Damage | 58 |
Accuracy | 34 |
Crit Chance | 31% |
APR | 16 |
Speed | 1.00 |
Offense: Offhand
Damage | 30 |
Accuracy | 34 |
Crit Chance | 45% |
APR | 29 |
Speed | 1.00 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 24% |
Speed | 1 |
Offense: Mind
Mindpower | 42.733333333333 |
Crit Chance | 24% |
Speed | 1 |
Offense: Damage Bonus
Light | +10% |
Temporal | +12% |
Blight | +13% |
Physical | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 4 (30%) |
Defense | 38.215379411765 |
Ranged Defense | 38.215379411765 |
Fatigue | 0 |
Physical Save | 13.825 |
Spell Save | 12.075 |
Mental Save | 35.1375 |
Defense: Resistances
Darkness | -9%( 70%) |
Light | + 22%( 70%) |
Temporal | 0%( 70%) |
Physical | -11%( 70%) |
Fire | -2%( 70%) |
All | -17%( 70%) |
Defense: Immunities
Pinning Resistance | 100% |
Blind Resistance | 28% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 429 life. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 236 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 345 life over 5 turns. Its effects scale with your Cunning stat. |
Class Talents
Cunning / Stealth | 1.50 |
| 5/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual weapons | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Trapping | 1.50 |
| 5/5 |
| 4/5 |
| 3/5 |
| 5/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 3/5 |
Effects
detrimental effect | The target is on fire, taking 47.09 fire damage per turn. Burning |
detrimental effect | Badly off balance. Global speed is reduced by 15%. Off-balance |
detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
beneficial effect | The target is recovering 2 life each turn and its healing modifier has been increased by 6%. Recovery |
detrimental effect | The target is on fire, taking 25.47 fire damage per turn, reducing damage by 70%, putting random talents on cooldown and reducing movement speed by 50%. While flameshocked talents do not cooldown. Burning Shock |
beneficial effect | A flow of life spins around the target, regenerating 47.20 life per turn. Regeneration |
beneficial effect | The target has 55% chance to evade melee attacks. 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 grave | active |
You failed to protect the injured seer from death by fox. Escort: injured seer (level 2 of Daikara) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Dexterity by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Dreadfell. Escort: lost anorithil (level 1 of Dreadfell)As a reward you improved Cunning by +1. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved talent Hack'n'Back (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you improved talent Dream Walk (+1 level(s)). | 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 have explored the Daikara and vanquished the Dragon. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 154. | 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 green worm. * You've found the needed snow giant kidney. * You've found the needed bear paw. 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 pouch of faeros ash. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed orc heart. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed skeleton mage skull. * You've found the needed vial of squid ink. 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 multi-hued wyrm scale. * You've found the needed warg claw. * You've found the needed giant spider spinneret. | 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 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 | Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Pinning immunity: +100% Movement speed: +25% It can be used to activate talent Telekinetic Leap (costing 13 power out of 18/18) : Effective talent level: 4.0 Power cost: 13 out of 18/18. Range: 6.00 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Light source | healer's alchemist's lamp of health healer's alchemist's lamp of healthInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Maximum life: +40.00 Light radius: +3 Healing mod.: +16% A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Mardumachik (0 def, 1 armour) Mardumachik (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when the wearer is hit: 16 acid Changes resistances: +15% temporal Changes damage: +12% temporal A cap made of leather. |
On hands | rough leather gloves of regeneration (0 def, 1 armour) rough leather gloves of regeneration (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Life regen: +0.60 Stamina each turn: +0.40 Psi each turn: +0.10 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. A huge tooth taken from the Mouth, in the Deep Bellow. |
On fingers | solipsist's steel ring of pilfering solipsist's steel ring of pilferingCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +4 Defense: +5 Changes stats: +4 Cun / +4 Wil Mindpower: +8 It can be used to activate talent Disengage, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 out of 30/30. Range: 7.00 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
On fingers | Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 35 power out of 50/50) : Effective talent level: 2.0 Power cost: 35 out of 50/50. Range: 6.00 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 25 damage per turn. The damage will increase with your Mindpower. You do +4% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Around neck | gold amulet 'Brodirig' gold amulet 'Brodirig'Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -7% Changes stats: +6 Cun / +4 Con Changes resistances: +15% light Talent mastery: +0.10 Cunning / Poisons Blindness immunity: +28% Hate when firing a critical mind attack: +2.00 Heals friendly targets nearby when you use a nature summon: +40 Amulets can have magical properties. |
In main hand | Bleakscar the dwarven-steel dagger (22.5-29.25 power, 7 apr) Bleakscar the dwarven-steel dagger (22.5-29.25 power, 7 apr)Requires: - Dexterity 24 Crafted by a master Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 Base power: 22.5 - 29.2 Uses stats: 45% Str, 45% Dex Damage type: Physical Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Damage when this weapon hits: +11 mind When wielded/worn: Accuracy: +6 Defense: +7 Changes resistances: +6% darkness / +6% light 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. |
Around waist | Rope Belt of the Thaloren Rope Belt of the ThalorenInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +12 The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
In off hand | Star (25-32.5 power, 20 apr) Star (25-32.5 power, 20 apr)Requires: - Dexterity 24 - Cunning 24 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 It is part of a set of items. Base power: 25.0 - 32.5 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +20 Physical crit. chance: +20.0% Attack speed: 100% Damage when this weapon hits: +20 light When wielded/worn: Changes damage: +10% light Light radius: +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
Cloak | cashmere cloak of fog (7 def, 0 armour) cashmere cloak of fog (7 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +7 Changes resistances: +13% light / +12% fire Stealth bonus: +10 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Glintvagrant (1 def, 2 armour) Glintvagrant (1 def, 2 armour)Requires: - Strength 10 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Fatigue: +6% Damage when the wearer hits(melee): 10 light Changes damage: +9% blight Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 A suit of armour made of leather. |
Inventory
manasurge rune (600% regen over 10 turns; 30 instant mana) manasurge rune (600% regen over 10 turns; 30 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 600% over 10 turns and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
sneak's phase door rune (range 11) sneak's phase door rune (range 11)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 11. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
sneak's phase door rune (range 11) sneak's phase door rune (range 11)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 11. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Daneth's Neckguard Daneth's NeckguardCrafted by a master 2.00 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con It can be used to activate talent Juggernaut (costing 26 power out of 60/60) : Effective talent level: 2.0 Power cost: 26 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 20% for 20 turns. 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. |
Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Mirror Shards Mirror ShardsPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when the wearer is hit: 10 % chance to blind Changes resistances: +20% light Changes damage: +10% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate), costing 21 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
anchoring gold amulet of vision anchoring gold amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +14% temporal Blindness immunity: +15% Knockback immunity: +28% Infravision radius: +2 See invisible: +5 Amulets can have magical properties. |
anchoring steel amulet of strength (+3) anchoring steel amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str Changes resistances: +14% temporal Knockback immunity: +22% Amulets can have magical properties. |
copper amulet of cunning (+3) copper amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Amulets can have magical properties. |
grounding gold amulet of mastery (0.21 Cunning / Trapping) grounding gold amulet of mastery (0.21 Cunning / Trapping)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +15% lightning Talent mastery: +0.21 Cunning / Trapping Stun/Freeze immunity: +21% Amulets can have magical properties. |
insulating steel amulet of manastreaming insulating steel amulet of manastreamingPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Mag Changes resistances: +14% cold / +12% fire Mana each turn: +0.13 Maximum mana: +24.00 Amulets can have magical properties. |
restful gold amulet of constitution (+4) restful gold amulet of constitution (+4)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -4% Changes stats: +4 Con Life regen: +0.30 Amulets can have magical properties. |
serendipitous steel amulet of vision serendipitous steel amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +7 Changes stats: +6 Lck Blindness immunity: +13% Infravision radius: +2 See invisible: +5 Amulets can have magical properties. |
shielding steel amulet of dexterity (+4) shielding steel amulet of dexterity (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Dex Changes resistances: +14% light Blindness immunity: +21% Amulets can have magical properties. |
steel amulet 'Betevea' steel amulet 'Betevea'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +6 Armour penetration: +5 Physical crit. chance: +4.0% Changes stats: +2 Cun Changes resistances: +12% nature / +6% blight / +6% light Critical mult.: +12.00% Mental save: +7 Poison immunity: +25% Confusion immunity: +15% Mindpower: +5 Amulets can have magical properties. |
copper ring of frost (+20%) copper ring of frost (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% cold Changes damage: +10% cold Rings can have magical properties. |
gold ring of tenacity gold ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Disarm immunity: +28% Pinning immunity: +20% Knockback immunity: +24% Rings can have magical properties. |
marksman's gold ring of fire (+24%) marksman's gold ring of fire (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +6 Changes stats: +3 Dex Changes resistances: +24% fire Changes damage: +12% fire Rings can have magical properties. |
marksman's steel ring of corrosion (+20%) marksman's steel ring of corrosion (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 Changes stats: +2 Dex Changes resistances: +20% acid Changes damage: +10% acid Rings can have magical properties. |
rogue's steel ring of arcane power rogue's steel ring of arcane powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 Changes stats: +4 Cun Spellpower: +5 Rings can have magical properties. |
savage's gold ring of nature (+26%) savage's gold ring of nature (+26%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Con Changes resistances: +26% nature Changes damage: +13% nature Spell save: +6 Maximum stamina: +19.00 Rings can have magical properties. |
savior's steel ring of lightning (+24%) savior's steel ring of lightning (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +24% lightning Changes damage: +12% lightning Physical save: +7 Spell save: +5 Mental save: +6 Rings can have magical properties. |
titan's gold ring of physical power titan's gold ring of physical power Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +5 Changes stats: +2 Con Physical save: +4 Rings can have magical properties. |
warrior's steel ring of darkness (+24%) warrior's steel ring of darkness (+24%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +24% darkness Changes damage: +12% darkness Rings can have magical properties. |
wizard's steel ring of blasting wizard's steel ring of blastingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Mag Damage when the wearer hits(melee): 5 lightning / 5 physical Damage when the wearer is hit: 5 lightning / 4 physical Spell save: +6 Rings can have magical properties. |
Umbral Razor (20-26 power, 10 apr) Umbral Razor (20-26 power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 35% Str, 15% Mag, 45% Dex Damage type: Physical Armour Penetration: +10 Physical crit. chance: +8.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +3 Mag Changes resistances: +10% darkness Changes damage: +5% darkness Stealth bonus: +8 It can be used to activate talent Invoke Darkness (costing 7 power out of 10/10) : Effective talent level: 2.0 Power cost: 7 out of 10/10. Range: 10.00 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 50.11 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
caustic steel dagger (9.5-12.35 power, 6 apr) caustic steel dagger (9.5-12.35 power, 6 apr)Requires: - Dexterity 16 Infused by nature 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 9.5 - 12.3 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage conversion: 23% acid blind When wielded/worn: Changes resistances penetration: +5% acid Life regen: +0.72 Sharp, short and deadly. |
hateful steel dagger of erosion (10-13 power, 6 apr) hateful steel dagger of erosion (10-13 power, 6 apr)Requires: - Dexterity 16 Infused by nature Infused by psionic forces 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 Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage when this weapon hits: +8 nature / +5 darkness / +4 temporal Damage against: +7% Humanoid Sharp, short and deadly. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. 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. |
Islyth IslythPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Dex Changes damage: +12% blight Light radius: +3 See invisible: +9 A belt that goes around your waist. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 2 It is part of a set of items. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
blurring rough leather belt of unlife blurring rough leather belt of unlifePowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +6 Changes resistances: +5% blight Stealth bonus: +6 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
enveloping linen cloak of backstabbing (7 def, 0 armour) enveloping linen cloak of backstabbing (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +5 Armour penetration: +5 Defense: +7 Critical mult.: +10.00% Stealth bonus: +5 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed, costing 43 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Emelikira the pair of drakeskin leather boots (0 def, 5 armour) Emelikira the pair of drakeskin leather boots (0 def, 5 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +3 Wil / +3 Mag Physical save: +9 Spell save: +10 Mental save: +9 Stamina each turn: +0.70 Mana when firing critical spell: +2.00 Maximum stamina: +12.00 Mindpower: +4 It can be used to activate talent Blindside, placing all other charms into a 22 cooldown : Effective talent level: 3.0 Power cost: 22 out of 25/25. Range: 6.00 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 48% (at 0 Hate) to 162% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 8 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Gloves of the Firm Hand (0 def, 8 armour) Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Knockback immunity: +30% These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
This item will automatically be transmogrified when you leave the level. hardened leather gloves of magic (+3) (0 def, 2 armour)hardened leather gloves of magic (+3) (0 def, 2 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +3 Mag Changes damage: +5% arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 2 It is part of a set of items. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 Spell save: +12 Mental save: +12 A great helm that belonged to Garkul the Devourer, one of the greatest orcs to live. |
This item will automatically be transmogrified when you leave the level. stabilizing hardened leather cap of dexterity (+5) (0 def, 3 armour)stabilizing hardened leather cap of dexterity (+5) (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +5 Dex Physical save: +5 A cap made of leather. |
This item will automatically be transmogrified when you leave the level. hardened leather armour of acid resistance (3 def, 6 armour)hardened leather armour of acid resistance (3 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 Fatigue: +8% Changes resistances: +18% acid A suit of armour made of leather. |
130 alchemist agate 130 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. |
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. |
2 aquamarine 2 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. |
8 lapis lazuli 8 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
2 opal 2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
topaz 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. |
5 emerald 5 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. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
ethereal alchemist's lamp of revealing ethereal alchemist's lamp of revealingPowered by arcane forces Crafted by a master 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +3 Mag Spellpower: +2 Light radius: +5 See stealth: +6 See invisible: +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
healer's brass lantern of revealing healer's brass lantern of revealingInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 See stealth: +6 See invisible: +5 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. |
Orb of Scrying Orb of ScryingPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: It can be used to use the orb, costing 1 power out of 1/1. This orb was given to you by Elisa the Halfling scryer. It will automatically identify normal and rare items for you and can be activated to contact Elisa for rarer items. |
4 garnet 4 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 174 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once(also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, 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. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
3 quartz 3 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals. |
Achievements
By Riphath the Halfling Rogue level 21
3rd Allure 123rd year of Ascendancy at 21:24 see stats
By Riphath the Halfling Rogue level 12
30th Dusk 122nd year of Ascendancy at 21:27 see stats
By Riphath the Halfling Rogue level 20
8th Decay 122nd year of Ascendancy at 14:41 see stats
By Riphath the Halfling Rogue level 16
43rd Haze 122nd year of Ascendancy at 23:16 see stats
By Riphath the Halfling Rogue level 20
9th Decay 122nd year of Ascendancy at 18:27 see stats
By Riphath the Halfling Rogue level 16
42nd Haze 122nd year of Ascendancy at 17:55 see stats
By Riphath the Halfling Rogue level 10
1st Flare 122nd year of Ascendancy at 17:08 see stats
By Riphath the Halfling Rogue level 20
72nd Haze 122nd year of Ascendancy at 06:47 see stats
By Riphath the Halfling Rogue level 12
44th Dusk 122nd year of Ascendancy at 08:42 see stats
By Riphath the Halfling Rogue level 10
4th Flare 122nd year of Ascendancy at 21:37 see stats
By Riphath the Halfling Rogue level 21
4th Allure 123rd year of Ascendancy at 18:01 see stats
By Riphath the Halfling Rogue level 12
23rd Haze 122nd year of Ascendancy at 07:14 see stats
By Riphath the Halfling Rogue level 21
4th Allure 123rd year of Ascendancy at 00:50 see stats
By Riphath the Halfling Rogue level 24
43rd Regrowth 123rd year of Ascendancy at 17:51 see stats
By Riphath the Halfling Rogue level 16
42nd Haze 122nd year of Ascendancy at 18:04 see stats
By Riphath the Halfling Rogue level 22
2nd Regrowth 123rd year of Ascendancy at 20:53 see stats
Log
Riphath uses Switch Place.
Riphath performs a critical strike!
Orc pyromancer starts to bleed.
Riphath hits orc pyromancer for 11 mind, 11 light, 22 light, 11 light damage (total 55.00).
Orc pyromancer hits Riphath for 66 fire damage.
Riphath evades orc pyromancer.
Riphath hits orc pyromancer for 0 physical damage.
Riphath uses Nightshade Trap.
Talent Stealth is ready to use.
Orc pyromancer hits Riphath for 66 fire damage.
Orc pyromancer casts Flameshock.
Riphath is stunned by the burning flame!
Riphath hits orc pyromancer for 0 physical damage.
Orc pyromancer hits orc cryomancer for 22 fire damage.
Riphath is recovering from the damage!
Orc pyromancer hits Riphath for 66 fire, 27 fire damage (total 92.19).
Orc pyromancer casts Flame.
Riphath hits orc pyromancer for 0 physical damage.
Orc pyromancer hits Riphath for 84 fire damage.
Orc pyromancer hits Riphath for 49 fire, 27 fire damage (total 74.71).
Orc pyromancer casts Fireflash.
Riphath hits orc pyromancer for 0 physical damage.
Riphath activates Stealth.
Riphath uses Infusion: Regeneration.
Riphath starts regenerating health quickly.
Riphath deactivates Stealth.
Saving game...