Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.1 |
| Addons | Items Vault 1.0.1 |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Thalore |
| Class | Reaver |
| Level / Exp | 14 / 63% |
| Size | medium |
| Lifes / Deaths | Killed by brittle clear ooze at level 14 on the 11st Dusk 122nd year of Ascendancy at 05:18 / 1 |
Primary Stats
| Strength | 32 (base 22) |
| Dexterity | 14 (base 11) |
| Constitution | 28 (base 19) |
| Magic | 40 (base 39) |
| Willpower | 17 (base 10) |
| Cunning | 11 (base 10) |
Resources
| Life | -4/483 |
| Mana | 173/233 |
| Paradox | 181 |
| Vim | 75/132 |
| Healing Factor | 1 |
| Regeneration | 0.25 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| See Stealth | 10 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 41 |
| Accuracy | 27 |
| Crit Chance | 9% |
| APR | 3 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 23 |
| Accuracy | 27 |
| Crit Chance | 7% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 30 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20.65 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +21% |
| Acid | +27% |
| All | +12% |
Offense: Damage Penetration
| Fire | +25% |
Defense: Base
| Armour (hardiness) | 31 (30%) |
| Defense | 14.4 |
| Ranged Defense | 17.4 |
| Fatigue | 13 |
| Physical Save | 31.405600112126 |
| Spell Save | 25.880600112126 |
| Mental Save | 23.4 |
Defense: Resistances
| Acid | + 38%( 70%) |
| Temporal | + 17%( 70%) |
| All | + 15%( 70%) |
| Cold | + 45%( 70%) |
| Nature | + 23%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (3/3)
| 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 182 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: SunUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 19). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 38) for 4 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, physical effects and reduce all damage taken by 18% for 4 turns. Its effects scale with your Cunning stat. |
Class Talents
| Corruption / Scourge | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Reaving combat | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Vim | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Sanguisuge | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Bone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Corruption / Plague | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Generic Talents
| Corruption / Hexes | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Torment | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Effects
| talent | Ruin |
| talent | Willful Tormenter |
| talent | Chant of Fortitude |
| beneficial effect | The target calls upon its inner resources, improving all damage by 12% and reducing all damage taken by 12%. Wrath of the Eternals |
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 injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved talent Vision (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Norgos Lair. Escort: temporal explorer (level 2 of Norgos Lair)As a reward you improved talent Precognition (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Heart of the Gloom. Escort: worried loremaster (level 2 of Heart of the Gloom)As a reward you improved Constitution by +2. | 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 must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * '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 honey tree root. * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed minotaur nose. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' | 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 |
Equipment
| On feet | miner's pair of rough leather boots of uncanny dodging (3 def, 5 armour) miner's pair of rough leather boots of uncanny dodging (3 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Defense: +3 Ranged Defense: +3 Fatigue: +1% A pair of boots made of leather. |
| Light source | brass lantern of health brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | stabilizing iron helm of strength (+3) (0 def, 3 armour) stabilizing iron helm of strength (+3) (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Str Physical save: +5 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | 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: +6 Armour: +1 Changes stats: +2 Str Damage when the wearer hits(melee): 6 acid Changes resistances: +5% acid Changes damage: +4% acid Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Flarebrawn of thorny skin [power 29] (9/20 cooldown) Flarebrawn of thorny skin [power 29] (9/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Damage when the wearer hits(melee): 4 arcane Damage when the wearer is hit: 8 fire Changes resistances penetration: +25% fire Changes damage: +9% arcane It can be used to hardens the skin for 6 turns increasing armour by 29 and armour hardiness by 40%, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% 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 tidal wave, costing 60 power out of 12/60. This azure ring seems to be always moist to the touch. |
| On fingers | warrior's copper ring of corrosion (+22%) warrior's copper ring of corrosion (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +22% acid Changes damage: +11% acid Rings can have magical properties. |
| Around neck | Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when the wearer hits(melee): 5 mind Damage when the wearer hits(ranged): 5 mind Mindpower: +5 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... |
| In main hand | Brightwing the steel longsword (19-26.6 power, 3 apr) Brightwing the steel longsword (19-26.6 power, 3 apr)Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 19.0 - 26.6 Uses stat: 100% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Damage when this weapon hits: +14 nature / +13 temporal When wielded/worn: Damage when the wearer is hit: 20 fire Changes resistances: +3% temporal Sharp, long, and deadly. |
| Around 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. |
| In off hand | Tarrugar the steel mace (22.5-31.5 power, 3 apr) Tarrugar the steel mace (22.5-31.5 power, 3 apr)Requires: - Strength 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 22.5 - 31.5 Uses stat: 100% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% Special effect when this weapon crits: cripple the target Damage when this weapon hits: +6 mind Damage conversion: 31% mind When wielded/worn: Physical crit. chance: +6.0% Changes stats: +1 Mag / +2 Wil Damage when the wearer is hit: 12 arcane Blunt and deadly. |
| Cloak | thick linen cloak of resilience (1 def, 5 armour) thick linen cloak of resilience (1 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 Changes resistances: +11% cold Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | spiked cured leather armour of command (9 def, 7 armour) spiked cured leather armour of command (9 def, 7 armour)Requires: - Strength 14 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +7 Defense: +9 Fatigue: +7% Changes stats: +1 Cun Damage when the wearer is hit: 12 physical Mental save: +12 A suit of armour made of leather. |
Inventory
psychic's regeneration infusion (heal 250 over 5 turns) psychic's regeneration infusion (heal 250 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use 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 250 life over 5 turns. Its effects scale with your Willpower 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. |
sneak's movement infusion (580% speed; 5 turns) sneak's movement infusion (580% speed; 5 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: 17 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 580% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning 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. |
warrior's healing infusion (heal 210) warrior's healing infusion (heal 210)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: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 210 life. Its effects scale with your Strength 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. |
This item will automatically be transmogrified when you leave the level. phase door rune (range 5; power 21; dur 4)phase door rune (range 5; power 21; dur 4) 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: 8 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 5. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 21%, your defense is increased by 21 and all your resistances by 21%. 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. |
anchoring copper amulet anchoring copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% temporal Knockback immunity: +22% Amulets can have magical properties. |
copper amulet of the fish copper amulet of the fishInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% cold Allows you to breathe in: water Amulets can have magical properties. |
mule's copper ring of tenacity mule's copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +20 Disarm immunity: +20% Pinning immunity: +21% Knockback immunity: +20% Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. steel dagger (10-13 power, 6 apr)steel dagger (10-13 power, 6 apr) Requires: - Dexterity 16 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 10.0 - 13.0 Uses stats: 45% Str, 45% Dex Damage type: Physical Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Sharp, short and deadly. |
Newly picked up huntsman's steel greatsword of shearing (21.5-34.4 power, 2 apr)huntsman's steel greatsword of shearing (21.5-34.4 power, 2 apr) Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 21.5 - 34.4 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% Damage when this weapon hits: +11 nature Damage against: +6% Animal When wielded/worn: Armour penetration: +9 Changes resistances penetration: +6% physical Changes damage: +8% physical Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. steel mace (14.5-20.3 power, 3 apr)steel mace (14.5-20.3 power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 14.5 - 20.3 Uses stat: 100% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. vined mindstar (6-6.6 power, 18 apr, nature damage)vined mindstar (6-6.6 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 6.0 - 6.6 Uses stats: 35% Wil, 15% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Mindpower: +2 Mental crit. chance: +2% 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. |
This item will automatically be transmogrified when you leave the level. ash starstaff of illumination (15-18 power, 3 apr, temporal damage)ash starstaff of illumination (15-18 power, 3 apr, temporal damage) Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Temporal Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% temporal Talent granted: +1 Command Staff Spellpower: +6 Spell crit. chance: +2% Light radius: +1 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 53.14 light damage. Staves designed for wielders of magic, by the greats of the art. |
Spidergasher SpidergasherInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when the wearer hits(melee): 6 nature Damage when the wearer is hit: 20 fire Changes resistances: +9% nature A belt that goes around your waist. |
grounding rough leather belt of the mind grounding rough leather belt of the mindInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +7% lightning / +6% temporal Mindpower: +2 A belt that goes around your waist. |
Vorutta (0 def, 1 armour) Vorutta (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +27% acid Changes damage: +9% acid Spell crit. chance: +4% A pair of boots made of leather. |
Ivudhenn (1 def, 0 armour) Ivudhenn (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes damage: +9% blight Critical mult.: +20.00% Spell save: +9 Resist all after a teleport: +6% A pointy cloth hat, very wizardly... |
iron mail armour of lightning resistance (2 def, 4 armour) iron mail armour of lightning resistance (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +12% Changes resistances: +17% lightning A suit of armour made of mail. |
prismatic cured leather armour of fire resistance (2 def, 4 armour) prismatic cured leather armour of fire resistance (2 def, 4 armour)Requires: - Strength 14 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +7% Changes resistances: +12% light / +12% darkness / +15% fire A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. wintry steel shield of mind resistance (+11%) (6 def, 2 armour, 40 block)wintry steel shield of mind resistance (+11%) (6 def, 2 armour, 40 block) Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 Ranged Defense: +6 Fatigue: +8% Changes stats: +1 Wil Damage when the wearer is hit: 11 cold Changes resistances: +11% mind / +10% cold Talent granted: +2 Block Handheld deflection devices |
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. |
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. |
woodsman's iron pickaxe (dig speed 38 turns) woodsman's iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes resistances: +11% nature It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. Allows you to dig a wall, remove a tree, create ways. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
Salylle SalylleInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +4 Physical power: +12 Changes damage: +24% physical Light radius: +2 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. |
healer's brass lantern of the forge healer's brass lantern of the forgeInfused by nature Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when the wearer hits(melee): 12 dreamforge Damage when the wearer is hit: 12 dreamforge Light radius: +2 Healing mod.: +10% 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. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 Changes stats: +5 Lck Trap disarming bonus: +5 A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its course on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is it stinks. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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. |
Rod of Annulment Rod of AnnulmentPowered by arcane forces 2.00 Encumbrance. Type: charm / rod ; tier 2 It can be used to force some of your foe's infusions, runes or talents on cooldown, costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once(also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of 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. |
iron torque of thermal psionic shield [power 23] (9/20 cooldown) iron torque of thermal psionic shield [power 23] (9/20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all fire and cold damage by 23 for 6 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
2 amethyst 2 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. |
Shadowspawn of conjuration [power 91] (9/6 cooldown) Shadowspawn of conjuration [power 91] (9/6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Damage when the wearer hits(melee): 6 darkness Changes resistances penetration: +25% nature / +15% darkness It can be used to fire a bolt of a random element (dam 46-91), placing all other charms into a 6 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 zircon 2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10
Got a character to level 10.By AcqRotem the Thalore Reaver level 10
2nd Flare 122nd year of Ascendancy at 22:04 see stats
The Arena
Unlocked Arena mode.By AcqRotem the Thalore Reaver level 9
2nd Flare 122nd year of Ascendancy at 03:37 see stats
The secret city
Discovered the truth about mages.By AcqRotem the Thalore Reaver level 11
6th Flare 122nd year of Ascendancy at 13:35 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By AcqRotem the Thalore Reaver level 13
10th Flare 122nd year of Ascendancy at 23:29 see stats
Log
Brittle clear ooze shrugs off the effect 'Stunned'!
Brittle clear ooze is free from the weakness disease.
Brittle clear ooze shrugs off the effect 'Stunned'!
Brittle clear ooze is free from the weakness disease.
Brittle clear ooze is stunned!
Brittle clear ooze resists the mind attack!
AcqRotem drains life from brittle clear ooze!
Brittle clear ooze resists the mind attack!
Brittle clear ooze resists the mind attack!
Brittle clear ooze is split in two!
AcqRotem drains life from brittle clear ooze!
Brittle clear ooze is not dazed anymore.
Brittle clear ooze is not dazed anymore.
AcqRotem hits brittle clear ooze for 74 blight damage.
AcqRotem killed brittle clear ooze!
AcqRotem hits brittle clear ooze for 37 blight, 16 nature, 15 temporal, 5 arcane, 3 mind, 8 acid, 11 blight, 5 mind, 20 blight, 4 mind, 5 arcane, 6 mind, 8 acid, 6 blight damage (total 143.02).
AcqRotem hits brittle clear ooze for 74 blight damage.
AcqRotem killed brittle clear ooze!
AcqRotem hits brittle clear ooze for 37 blight damage.
AcqRotem killed brittle clear ooze!
Brittle clear ooze is split in two!
Brittle clear ooze hits AcqRotem for 18 physical damage.
Brittle clear ooze hits AcqRotem for 16 physical damage.
AcqRotem hits brittle clear ooze for 7 physical, 15 arcane damage (total 21.19).
AcqRotem killed brittle clear ooze!
AcqRotem hits brittle clear ooze for 14 physical, 15 arcane damage (total 27.89).
AcqRotem killed brittle clear ooze!
Saving done.
Saving done.
Saving game...
