
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.3 |
Addons | Items Vault 1.3.0Donators/Buyers bonus! Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Talent Point Planner 1.3.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Cornac |
Class | Shadowblade |
Level / Exp | 25 / 89% |
Size | medium |
Lifes / Deaths | Killed by Glythra the venom drake hatchling at level 25 on the 7th Regrowth 123rd year of Ascendancy at 04:13 / 1 |
Primary Stats
Strength | 10 (base 10) |
Dexterity | 49 (base 44) |
Constitution | 17 (base 10) |
Magic | 41 (base 34) |
Willpower | 12 (base 10) |
Cunning | 55 (base 38) |
Resources
Life | -69/523 |
Mana | 176/317 |
Stamina | 105/127 |
Healing Factor | 1 |
Regeneration | 2.55 |
Speed
Mental | +3.01653630957% |
Attack | 0% |
Movement | +10% |
Spell | +3.01653630957% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
Offense: Mainhand
Damage | 64 |
Accuracy | 64 |
Crit Chance | 47% |
APR | 43 |
Speed | 0.97 |
Offense: Offhand
Damage | 43 |
Accuracy | 64 |
Crit Chance | 33% |
APR | 30 |
Speed | 0.97 |
Offense: Spell
Spellpower | 36.510335193482 |
Crit Chance | 14% |
Speed | 0.97071794085073 |
Offense: Mind
Mindpower | 25.2 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 28 (30%) |
Defense | 49.650040372789 |
Ranged Defense | 51.650040372789 |
Fatigue | 0 |
Physical Save | 25.225 |
Spell Save | 22.275 |
Mental Save | 21.725 |
Defense: Resistances
All | + 18%( 70%) |
Defense: Immunities
Stun Resistance | 23% |
Teleport Resistance | 5% |
Silence Resistance | 5% |
Instadeath Resistance | 100% |
Disarm Resistance | 24% |
Inscriptions (3/3)
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 physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 138 and cleanse 1 wound and poison effect. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 215 damage for 4 turns. Its effects scale with your Cunning stat. |
Class Talents
Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Cunning / Ambush | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Technique / Dual techniques | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Phantasm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual weapons | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.10 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Combat training | 1.20 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 5/5 |
Effects
talent | Shadow Feed |
talent | Chant of Fortress |
talent | Shadow Combat |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
beneficial effect | The time distortion has created a restoration field, healing the target for 21 each turn. Temporal Restoration Field |
beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
beneficial effect | The target is surrounded by a space distortion that randomly sends (45% chance) incoming damage to another target (Glythra the venom drake hatchling). Absorbs 35/164 damage before it crumbles. Displacement Shield |
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 |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +2. | done |
Escort the lost anorithil to the recall portal on level 1 of Daikara. Escort: lost anorithil (level 1 of Daikara) | active |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Unflinching Resolve (+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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * 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. * 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 Alchemists | 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 within | active |
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 | traveler's pair of hardened leather boots of tirelessness (0 def, 3 armour) traveler's pair of hardened leather boots of tirelessness (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -4% Maximum encumbrance: +23 Physical save: +7 (+4 eff.) Stamina each turn: +0.50 Maximum stamina: +10.00 A pair of boots made of leather. |
Light source | Cindermortal CindermortalInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Fatigue: -2% Changes resistances: +1% physical Changes resistances penetration: +5% fire Stamina each turn: +0.20 Maximum life: +50.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | dwarven-steel helm 'Childir' (18 def, 10 armour) dwarven-steel helm 'Childir' (18 def, 10 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +10 Defense: +18 (+6 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +4% Effects when hit in melee: * 15% chance to gain 10% of a turn Changes stats: +6 Cun / +4 Con Changes resistances: +5% arcane / +4% all Physical save: +5 (+2 eff.) Silence immunity: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | polar dwarven-steel gauntlets of the nighthunter (0 def, 2 armour) polar dwarven-steel gauntlets of the nighthunter (0 def, 2 armour)Requires: - Talent Armour Training Infused by nature Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +2 Damage (Melee): 7 cold Changes stats: +2 Cun Changes resistances: +7% darkness / +6% cold Changes damage: +5% cold Infravision radius: +2 It can be used to activate talent Track, placing all other charms into a 14 cooldown : Effective talent level: 2.0 Power cost: 14 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 28 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | elm totem of cure ailments 'Gundur' [power 1] (5/13 cooldown) elm totem of cure ailments 'Gundur' [power 1] (5/13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes resistances: +6% nature / +3% cold Teleport immunity: +5% It can be used to remove up to 1 poisons or diseases from a target within range 6 (Willpower), putting all charms on cooldown for 13 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +8 Defense: +16 (+5 eff.) Changes stats: +4 Cun Changes resistances: +22% nature Changes resistances penetration: +5% physical Changes damage: +11% nature Physical save: +9 (+4 eff.) Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, putting all charms on cooldown for 1 turns. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
On fingers | steel ring 'Cloudbraid' steel ring 'Cloudbraid'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +4 (+1 eff.) Damage when hit (Melee): 4 lightning Changes resistances: +3% lightning Stun/Freeze immunity: +23% Life regen: +1.60 Stamina each turn: +0.20 Rings can have magical properties. |
Around neck | wanderer's gold amulet of manastreaming wanderer's gold amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +5 Dex / +3 Mag / +5 Cun / +3 Con Life regen: +0.70 Stamina each turn: +0.70 Mana each turn: +0.16 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +22.00 Movement speed: +10% Amulets can have magical properties. |
In main 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. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The star shines alone in a moonless sky. Base power: 25.0 - 32.5 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +20.0% Attack speed: 100% Damage (Melee): +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. |
Around waist | blurring hardened leather belt of shielding blurring hardened leather belt of shieldingPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +7 Defense: +13 (+4 eff.) Stealth bonus: +8 It can be used to create a temporary shield that absorbs 281 damage, putting all charms on cooldown for 27 turns. A belt that goes around your waist. |
In off hand | Blindclamor the dwarven-steel dagger (25-32.5 power, 7 apr) Blindclamor the dwarven-steel dagger (25-32.5 power, 7 apr)Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom On weapon crit: * cripple the target Burst (radius 2) on crit: +8 darkness When wielded/worn: Accuracy: +4 (+1 eff.) Physical crit. chance: +8.0% Defense: +6 (+2 eff.) Effects on melee hit: * 15% chance to inflict damage reduction Damage when hit (Melee): 12 darkness Disarm immunity: +24% Sharp, short and deadly. |
Cloak | spellcowled linen cloak of backstabbing (1 def, 0 armour) spellcowled linen cloak of backstabbing (1 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +5 Defense: +1 (+0 eff.) Changes stats: +2 Wil / +2 Mag Critical mult.: +12.00% Stealth bonus: +5 Spell save: +6 (+3 eff.) Maximum mana: +41.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Duathelgasher the hardened leather armour (3 def, 6 armour) Duathelgasher the hardened leather armour (3 def, 6 armour)Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Damage (Melee): 7 acid Damage (Ranged): 8 acid Damage when hit (Melee): 8 darkness Changes resistances: +12% acid / +11% nature Changes resistances penetration: +10% darkness Changes damage: +6% darkness A suit of armour made of leather. |
Inventory
heroism infusion (+6 for 10 turns, die at -209) heroism infusion (+6 for 10 turns, die at -209)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 6 for 10 turns. While Heroism is active, you will only die when reaching -209 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the duelist (511% speed; 4 turns) movement infusion of the duelist (511% speed; 4 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 511% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion (heal 354 over 5 turns) regeneration infusion (heal 354 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 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 354 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] 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. |
Searbile the steel amulet Searbile the steel amuletInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Wil Changes resistances: +3% fire Changes resistances penetration: +5% light / +5% fire Mental save: +7 (+4 eff.) Confusion immunity: +10% Mindpower: +6 (+3 eff.) Amulets can have magical properties. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Xeramira XeramiraInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +3% temporal Knockback immunity: +15% Amulets can have magical properties. |
copper amulet of dexterity (+3) copper amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex Amulets can have magical properties. |
stabilizing copper amulet of strength (+3) stabilizing copper amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +11% temporal Pinning immunity: +22% Knockback immunity: +21% Amulets can have magical properties. |
stabilizing steel amulet of manastreaming stabilizing 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: +12% temporal Pinning immunity: +21% Knockback immunity: +23% Mana each turn: +0.18 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +20.00 Amulets can have magical properties. |
starlit copper amulet of dexterity (+2) starlit copper amulet of dexterity (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Dex Changes resistances: +10% light / +12% darkness Blindness immunity: +22% Amulets can have magical properties. |
steel amulet 'Yvysewen' steel amulet 'Yvysewen'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +1 Cun / +3 Dex Changes resistances: +6% temporal See invisible: +3 Amulets can have magical properties. |
steel amulet of constitution (+3) steel amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Con Amulets can have magical properties. |
steel amulet of dexterity (+3) steel amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Dex Amulets can have magical properties. |
Silithra SilithraPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +8 (+3 eff.) Changes stats: +6 Str / +2 Wil / +6 Con Changes damage: +9% physical Mental save: +4 (+2 eff.) Blindness immunity: +34% Life regen: +0.40 Infravision radius: +4 See stealth: +14 See invisible: +10 Rings can have magical properties. |
Sparktide the steel ring Sparktide the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 8 lightning Changes resistances: +3% nature / +20% cold Changes resistances penetration: +5% lightning Changes damage: +10% cold Rings can have magical properties. |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 8.45 cold and 8.05 physical damage (based on Willpower) each turn and knocking opponents back, costing 53 power out of 60/60. This azure ring seems to be always moist to the touch. |
Woelore the steel ring Woelore the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +6% blight / +3% lightning Changes damage: +3% darkness Spell save: +3 (+2 eff.) Stun/Freeze immunity: +23% Life regen: +1.20 Rings can have magical properties. |
copper ring of light (+22%) copper ring of light (+22%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% light Changes damage: +11% light Rings can have magical properties. |
gold ring of perseverance gold ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Stun/Freeze immunity: +22% Life regen: +1.90 Rings can have magical properties. |
marksman's copper ring marksman's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Rings can have magical properties. |
rogue's steel ring of clarity rogue's steel ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +4 Cun Mental save: +7 (+4 eff.) Confusion immunity: +22% Rings can have magical properties. |
titan's copper ring titan's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+2 eff.) Rings can have magical properties. |
warrior's copper ring of clarity warrior's copper ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Mental save: +5 (+2 eff.) Confusion immunity: +21% Rings can have magical properties. |
wizard's copper ring wizard's copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+3 eff.) Rings can have magical properties. |
Vilewrither the dwarven-steel dagger (24-31.2 power, 7 apr) Vilewrither the dwarven-steel dagger (24-31.2 power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 24.0 - 31.2 Uses stats: 45% Cun, 45% Dex Damage type: Nature Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +8 cold When wielded/worn: Physical crit. chance: +5.0% Effects on melee hit: * Slows global speed by 40% Changes damage: +3% mind Mindpower: +6 (+3 eff.) Sharp, short and deadly. |
dwarven-steel dagger 'Arywe' (18-23.4 power, 7 apr) dwarven-steel dagger 'Arywe' (18-23.4 power, 7 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 18.0 - 23.4 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target On weapon crit: * cripple the target Damage (Melee): +8 insidious poison When wielded/worn: Physical crit. chance: +6.0% Changes resistances: +5% arcane Changes resistances penetration: +8% mind / +9% darkness Spell save: +9 (+4 eff.) Sharp, short and deadly. |
Emelawe the Stokevengeance Emelawe the StokevengeanceInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +6% fire Changes resistances penetration: +10% mind / +10% fire Changes damage: +3% mind Maximum life: +51.00 A belt that goes around your waist. |
Halabers the hardened leather belt Halabers the hardened leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 20 blight Changes stats: +4 Str / +6 Dex / +4 Wil / +3 Cun Grants telepathy: Humanoid/Orc Physical save: +13 (+6 eff.) Spell save: +13 (+6 eff.) Mental save: +12 (+6 eff.) A belt that goes around your waist. |
Lustrebender LustrebenderInfused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +8 (+3 eff.) Effects on melee hit: * 40% chance to blind Damage when hit (Melee): 4 light Changes stats: +3 Str / +4 Con Changes resistances: +7% lightning / +7% temporal / +3% nature Changes resistances penetration: +5% light Physical save: +13 (+6 eff.) Mindpower: +5 (+2 eff.) Size category: +1 A belt that goes around your waist. |
Shockblast the cashmere cloak (2 def, 0 armour) Shockblast the cashmere cloak (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 8 lightning Changes resistances: +6% nature / +6% lightning Physical save: +8 (+4 eff.) Mental save: +9 (+4 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Mayovena the Forestsaw (2 def, 0 armour) Mayovena the Forestsaw (2 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 16 blight Changes stats: +3 Cun / +4 Con Changes resistances: +15% mind / +6% nature Changes damage: +8% light / +10% nature / +15% mind / +11% darkness Poison immunity: +23% Disease immunity: +26% Mana when firing critical spell: +2.00 Spellpower: +7 (+3 eff.) Spell crit. chance: +5% Damage Shield penetration: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing cashmere robe (2 def, 0 armour) focusing cashmere robe (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +5 Wil / +6 Mag Mana each turn: +0.15 Psi each turn: +0.19 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
The Black Boots (2 def, 1 armour) The Black Boots (2 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +4 Cun Stealth bonus: +10 Shadow Power: +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
pair of dwarven-steel boots 'Rhedur' (0 def, 4 armour) pair of dwarven-steel boots 'Rhedur' (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +6 Str / +5 Con Changes damage: +7% physical Maximum encumbrance: +20 Life regen: +0.80 Size category: +1 It can be used to activate talent Heave, placing all other charms into a 9 cooldown : Effective talent level: 4.0 Power cost: 9 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 6 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
corrosive rough leather gloves of strength (+2) (0 def, 1 armour) corrosive rough leather gloves of strength (+2) (0 def, 1 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +7 (+2 eff.) Armour: +1 Damage (Melee): 5 acid Changes stats: +2 Str Changes resistances: +5% acid Changes damage: +4% acid Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Relgethad the dwarven-steel helm (0 def, 4 armour) Relgethad the dwarven-steel helm (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +2 (+1 eff.) Armour: +4 Fatigue: +4% Changes stats: +7 Str / +6 Dex Only die when reaching: -80.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Zubureda the hardened leather cap (6 def, 3 armour) Zubureda the hardened leather cap (6 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +3% Changes stats: +5 Con Changes resistances: +3% light Only die when reaching: -40.00 life A cap made of leather. |
hardened leather cap 'Uryhad' (11 def, 13 armour) hardened leather cap 'Uryhad' (11 def, 13 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +13 Defense: +11 (+4 eff.) Fatigue: +3% Changes resistances: +8% blight / +7% darkness / +5% arcane / +9% all Physical save: +16 (+8 eff.) Spell save: +9 (+4 eff.) Mental save: +5 (+2 eff.) Pinning immunity: +15% Knockback immunity: +15% It can be used to activate talent Circle of Sanctity, 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 Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 5 turns. A cap made of leather. |
Xeryvea the cured leather armour (8 def, 4 armour) Xeryvea the cured leather armour (8 def, 4 armour)Requires: - Strength 14 Powered by arcane forces Infused by nature Infused by psionic forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Accuracy: +2 (+0 eff.) Armour: +4 Defense: +8 (+3 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +7% Damage (Melee): 5 lightning Damage (Ranged): 6 lightning Changes stats: +4 Cun / +4 Wil Changes resistances: +12% lightning / +10% cold / +11% light / +12% darkness Grants telepathy: Demon/Minor Demon/Major Physical save: +6 (+3 eff.) Mental save: +12 (+6 eff.) Life regen: +0.20 Only die when reaching: -40.00 life A suit of armour made of leather. |
6 agate 6 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. |
249 alchemist agate 249 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 aquamarine 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. |
3 opal 3 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. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Ereran the dwarven-steel pickaxe (dig speed 21 turns) Ereran the dwarven-steel pickaxe (dig speed 21 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +4 Str / +2 Cun / +1 Con Changes resistances: +6% acid / +11% nature / +3% blight Changes damage: +7% nature Mindpower: +2 (+1 eff.) Light radius: +1 Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald 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 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 spinel 5 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. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] 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 (54 power, based on Willpower), costing 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 4 (based on Magic) detrimental mental effects, costing 36 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
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. |
3 garnet 3 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% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), 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 after 40 turns, costing 178 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 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. |
3 amethyst 3 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. |
shadowy yew wand of clairvoyance [power 11] (5/6 cooldown) shadowy yew wand of clairvoyance [power 11] (5/6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 11), putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 4 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings within range 20, costing 27 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
2 ametrine 2 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. |
5 citrine 5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon 7 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
By Kvothe the Cornac Shadowblade level 24
2nd Allure 123rd year of Ascendancy at 11:06 see stats
By Kvothe the Cornac Shadowblade level 10
5th Flare 122nd year of Ascendancy at 11:21 see stats
By Kvothe the Cornac Shadowblade level 20
4th Haze 122nd year of Ascendancy at 15:30 see stats
By Kvothe the Cornac Shadowblade level 23
54th Haze 122nd year of Ascendancy at 13:52 see stats
By Kvothe the Cornac Shadowblade level 12
18th Dusk 122nd year of Ascendancy at 10:09 see stats
By Kvothe the Cornac Shadowblade level 7
9th Mirth 122nd year of Ascendancy at 05:38 see stats
By Kvothe the Cornac Shadowblade level 22
38th Haze 122nd year of Ascendancy at 13:15 see stats
Log
The very fabric of space alters around Kvothe.
Kvothe receives 21 healing from Temporal Restoration Field.
Glythra the venom drake hatchling throws a finishing uppercut.
Glythra the venom drake hatchling performs a melee critical strike against Kvothe!
Your shield crumbles under the damage!
The shield around Kvothe crumbles.
Kvothe is stunned!
Kvothe teleports some damage to Glythra the venom drake hatchling!
Kvothe hits Glythra the venom drake hatchling for (4 resist armour), 0 lightning, (16 resist armour), (2 blocked), 0 darkness, (5 resist armour), 0 light (0 total damage).
Glythra the venom drake hatchling hits Kvothe for (215 absorbed), 131 physical, (9 teleported), 0 darkness (131 total damage).
Glythra the venom drake hatchling hits Glythra the venom drake hatchling for 42 healing, 9 teleported (9 total damage) [42 healing].
Glythra the venom drake hatchling throws two quick punches.
Kvothe teleports some damage to Glythra the venom drake hatchling!
Kvothe hits Glythra the venom drake hatchling for (1 resist armour), 0 lightning, (6 resist armour), 0 darkness, (2 resist armour), 0 light, (1 resist armour), 0 lightning, (6 resist armour), 0 darkness, (2 resist armour), 0 light (0 total damage).
Glythra the venom drake hatchling hits Glythra the venom drake hatchling for 110 teleported, 9 teleported (119 total damage).
Glythra the venom drake hatchling hits Kvothe for (110 teleported), 0 physical, 9 darkness, 109 physical, (9 teleported), 0 darkness (118 total damage).
Kvothe speeds up.
Kvothe receives 21 healing from Temporal Restoration Field.
Glythra the venom drake hatchling receives 42 healing.
Kvothe uses Infusion: Wild.
Kvothe is not stunned anymore.
Kvothe is cured!
Kvothe lessens the pain.
Kvothe casts Phase Door.
Select a target to teleport...
The spell fizzles!
Glythra the venom drake hatchling throws a concussive punch.
Glythra the venom drake hatchling performs a melee critical strike against Kvothe!
Saving game...