











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 21 / 76% |
| Size | medium |
| Lifes / Deaths | Killed by Ben Cruthdar, the Cursed at level 7 on the 2nd Dusk 122nd year of Ascendancy at 11:27 0 / 6Killed by orc corruptor at level 12 on the 32nd Dusk 122nd year of Ascendancy at 03:01 Killed by Glina the fire drake hatchling at level 13 on the 48th Dusk 122nd year of Ascendancy at 17:37 Killed by Imiromair the shalore at level 15 on the 63rd Dusk 122nd year of Ascendancy at 13:13 Killed by Islerin the sand-drake at level 17 on the 67th Dusk 122nd year of Ascendancy at 10:09 Killed by Isuldanne the blade horror at level 21 on the 1st Haze 122nd year of Ascendancy at 08:28 |
| Antimagic | Follower |
Primary Stats
| Strength | 28 (base 12) |
| Dexterity | 48 (base 19) |
| Constitution | 13 (base 13) |
| Magic | 12 (base 12) |
| Willpower | 52 (base 40) |
| Cunning | 55 (base 39) |
Resources
| Life | -48/435 |
| Psi | 118/132 |
| Stamina | 244/259 |
| Equilibrium | 46 |
| Healing Factor | 1.4545901639344 |
| Regeneration | 6.7638442622951 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| See Stealth | 10 |
| See Invisible | 9 |
Offense: Mainhand
| Damage | 83 |
| Accuracy | 58 |
| Crit Chance | 32% |
| APR | 22 |
| Speed | 0.80 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 6 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 41 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +30% |
| Temporal | +12% |
| Blight | +10% |
| Physical | +11% |
| Mind | +9% |
| All | 0% |
Offense: Damage Penetration
| Blight | +5% |
| Acid | +25% |
| Mind | +20% |
| Physical | +10% |
Defense: Base
| Armour (hardiness) | 29.131058136552 (35.629139072848%) |
| Defense | 46 |
| Ranged Defense | 49 |
| Fatigue | 4 |
| Physical Save | 25 |
| Spell Save | 22 |
| Mental Save | 36 |
Defense: Resistances
| Acid | 0%( 70%) |
| Blight | + 58%( 70%) |
| Cold | + 41%( 70%) |
| All | 0%( 70%) |
| Darkness | + 40%( 70%) |
| Light | + 12%( 70%) |
| Temporal | + 18%( 70%) |
| Lightning | + 14%( 70%) |
| Fire | + 21%( 70%) |
| Nature | + 20%( 70%) |
Defense: Immunities
| Disarm Resistance | 49% |
| Bleed Resistance | 58% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 14% |
| Stun Resistance | 70% |
| Poison Resistance | 43% |
| Blind Resistance | 43% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 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: RegenerationUse 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 363 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. |
Class Talents
| Technique / Agility | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Psi-fighting | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Ooze | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Archery training | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Shield defense | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Marksmanship | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Psionic / Feedback | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Augmentation |
| talent | Shield Wall |
| talent | Antimagic Shield |
| talent | Mitosis |
| talent | Beyond the Flesh |
| detrimental effect | The target is confused, acting randomly (chance 50%) and unable to perform complex actions. Confused |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | You gain 15% resistance against temporal. Resolve |
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 failed to protect the injured seer from death by Shardskin. Escort: injured seer (level 4 of Old Forest) | failed |
You failed to protect the lone alchemist from death by Lisyssra the crimson crystal. Escort: lone alchemist (level 2 of Old Forest) | 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 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 Shardskin. * 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 |
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 the fox. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed vial of squid ink. * You've found the needed xorn fragment. Agrimley the hermit needs your help making an elixir of focus. 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 skeleton mage skull. * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | ranger's hardened leather sling of powerRequires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +9 When wielded/worn: Changes stats: +3 Dex Changes resistances penetration: +10% physical Changes damage: +11% physical Slings are used to hurl stones or metal shots at your foes. |
| Quiver | Flashquell (18/18, 149% power, 3 apr)Requires: - Dexterity 24 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 3 Power: 149% Range: 1.2x Uses stat: 111% Cun Damage type: Lightning Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +12.0% Capacity: 18 On weapon hit: * 40% chance to daze at end of turn * 40 arcane resource burn * Slows global speed by 40% * 25% chance to remove a magical effect * 10% chance to crush the target On weapon crit: * cripple the target Damage (Ranged): +8 gravity / +6 nature Burst (radius 1) on hit: +4 lightning Shots are used with slings to pummel your foes to death. |
| On hands | Umbraoracle the drakeskin leather gloves (0 def, 3 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +7 (+2 eff.) Physical power: +15 (+5 eff.) Armour: +3 Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 8 darkness Changes stats: +4 Str Changes resistances penetration: +5% blight Changes damage: +6% blight Physical save: +6 (+3 eff.) Mental save: +7 (+3 eff.) Disarm immunity: +34% Life regen: +2.10 Stamina each turn: +1.30 Maximum stamina: +24.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Light source | Flamejustice the alchemist's lampInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 12 fire Changes resistances penetration: +20% mind Changes damage: +9% mind Mental save: +8 (+4 eff.) Equilibrium when hit: +0.04 Hate when firing a critical mind attack: +2.00 Mindpower: +6 (+2 eff.) Light radius: +3 See stealth: +10 See invisible: +9 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Skyjustice (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 12 lightning Changes resistances: +9% cold Changes resistances penetration: +25% acid Changes damage: +30% acid Allows you to breathe in: water A cap made of leather. |
| On feet | traveler's pair of rough leather boots of uncanny dodging (3 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 (+1 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: -4% Maximum encumbrance: +23 Physical save: +6 (+3 eff.) A pair of boots made of leather. |
| Tool | Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | sneakthief's gold ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +14 (+4 eff.) Armour penetration: +7 Defense: +9 (+3 eff.) Changes stats: +6 Cun / +6 Dex It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 132% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
| On fingers | sneakthief's gold ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +14 (+4 eff.) Armour penetration: +7 Defense: +12 (+4 eff.) Changes stats: +5 Cun / +5 Dex It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 132% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
| Around neck | LisoraminaInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Cun Changes resistances: +14% lightning / +12% cold / +13% fire / +3% temporal Changes damage: +12% temporal Stun/Freeze immunity: +25% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Amulets can have magical properties. |
| In main hand | hardened leather sling of true flightRequires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +9 When wielded/worn: Accuracy: +11 (+3 eff.) Physical crit. chance: +7.0% Slings are used to hurl stones or metal shots at your foes. |
| Around waist | Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | Black Mesh (8 def, 2 armour, 100% power, 120 block)Requires: - Dexterity 20 - Talent Agile Defense (level 1) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Power: 154% Range: 1.2x Uses stat: 87% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +120 When wielded/worn: Armour: +2 Defense: +8 (+3 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +6% Changes stats: +5 Wil Changes resistances: +25% blight / +25% darkness Talent granted: +3 Block Special effect on block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
| Cloak | Cyruriata (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Cun / +2 Wil Changes resistances: +12% light / +9% fire Cut immunity: +15% Disarm immunity: +15% Stun/Freeze immunity: +30% Mental crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | radiant hardened leather armour of Eyal (3 def, 6 armour)Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 5 light Changes stats: +2 Wil Changes resistances: +14% blight / +15% darkness Life regen: +2.30 Maximum life: +46.00 Light radius: +1 Healing mod.: +13% A suit of armour made of leather. |
Inventory
movement infusion of the sneak (540% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 540% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 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. |
copper amulet 'Xegadhethra'Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical crit. chance: +5.0% Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +3 Dex Changes resistances: +12% nature / +11% blight Physical save: +30 (+15 eff.) Poison immunity: +22% Disease immunity: +24% Maximum stamina: +15.00 Amulets can have magical properties. |
gold amulet 'Mardoyadur'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -2% Changes stats: +5 Str / +3 Mag Changes resistances: +12% mind Changes resistances penetration: +5% mind Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 10.00% Amulets can have magical properties. |
restful steel amulet of teleportationPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Teleport immunity: +50% Life regen: +1.80 It can be used to teleport you randomly (rad 30), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
AlurakathCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +7 Defense: +9 (+3 eff.) Damage when hit (Melee): 12 mind Changes stats: +9 Con / +5 Mag Mental save: +9 (+4 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 132% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
Cyrissra the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +22% acid / +3% temporal / +3% darkness / +5% arcane / +12% lightning Changes damage: +11% acid Rings can have magical properties. |
Radhilathathad the SootwakeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 8 darkness Changes resistances: +26% acid Changes resistances penetration: +10% mind Changes damage: +13% acid / +18% mind Hate when firing a critical mind attack: +2.00 Maximum hate: +10.00 Rings can have magical properties. |
copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Disarm immunity: +21% Pinning immunity: +20% Knockback immunity: +20% Maximum life: +20.00 Rings can have magical properties. |
mule's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Maximum encumbrance: +22 Rings can have magical properties. |
Golden Three-Edged Sword 'The Truth' (165% power, 9 apr)Requires: - Willpower 18 - Strength 18 - Cunning 18 Infused by psionic forces 12.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 165% Range: 1.6x Uses stat: 113% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +9 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 9% chance to stun or confuse the target Damage (Melee): +49 light / +49 darkness The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
Wrap of Stone (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.10 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+3 eff.) It can be used to activate talent Stone Wall (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 2 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 34.50 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
Cyrothra the pair of hardened leather boots (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +3 Armour: +3 Fatigue: +3% Changes stats: +3 Cun / +2 Con Reduces incoming crit damage: 15.00% Physical save: +13 (+7 eff.) Mental save: +12 (+5 eff.) Confusion immunity: +20% Pinning immunity: +15% Stun/Freeze immunity: +10% Knockback immunity: +20% A pair of boots made of leather. |
Daytorrent (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 8 light Changes resistances: +9% lightning / +7% cold Changes damage: +6% light / +6% lightning Allows you to breathe in: water Light radius: +3 A cap made of leather. |
Hurerarion the rough leather cap (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Physical power: +2 (+1 eff.) Armour: +1 Fatigue: +1% Changes stats: +2 Con Changes resistances: +3% physical / +6% cold / +6% fire Physical save: +6 (+3 eff.) Stamina each turn: +0.40 A cap made of leather. |
hardened leather cap 'Artharim' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Str / +10 Dex / +1 Con Changes resistances: +6% mind Changes resistances penetration: +5% mind A cap made of leather. |
prismatic rough leather cap of the depths (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% cold / +11% light / +10% darkness Allows you to breathe in: water A cap made of leather. |
304 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 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. |
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. |
miner's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 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. |
VilegrindInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 10 arcane resource burn Damage when hit (Melee): 12 nature Changes resistances: +6% blight / +9% fire / +3% light Changes resistances penetration: +5% nature Physical save: +6 (+3 eff.) Light radius: +2 Healing mod.: +11% 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, 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 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. |
Abyssworm the pouch of dwarven-steel shots (19/19, 158% power, 3 apr)Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Power: 158% Range: 1.2x Uses stat: 111% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +5.0% Capacity: 19 On weapon hit: * Slows global speed by 20% Damage (Ranged): +16 fire / +8 nature Burst (radius 1) on hit: +4 fire Burst (radius 2) on crit: +16 fire Shots are used with slings to pummel your foes to death. |
Growstar [power 2] (10 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Physical power: +6 (+2 eff.) Changes stats: +4 Dex / +2 Con Changes resistances penetration: +10% nature / +5% physical It can be used to absorb and nullify at most 2 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 5 hate. Torques are made by powerful psionics to store psionic powers. |
psionic dwarven-steel torque of mindblast [power 177] (6 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to fire a blast of psionic energies in a range 8 beam dealing 88.50 to 177.00 mind damage, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 4 psi. Torques are made by powerful psionics to store psionic powers. |
quick dwarven-steel torque of psychoportation [power 31] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to teleport randomly (rad 31), putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
ash totem of thorny skin 'Unrelar' [power 30] (20 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +2 Cun Talents cooldown: Invoke Tentacle (+5 turn) Lay Web (-2 turns) Talents granted: +1 Invoke Tentacle +2 Lay Web Mana when firing critical spell: +2.00 Maximum mana: +60.00 It can be used to harden the skin for 7 turns increasing armour by 30 and armour hardiness by 40%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
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. |
2 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. |
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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Antimagic! (Insane (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Phocopops the Cornac Adventurer level 12
32nd Dusk 122nd year of Ascendancy at 04:35 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Phocopops the Cornac Adventurer level 8
2nd Dusk 122nd year of Ascendancy at 13:12 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Phocopops the Cornac Adventurer level 10
15th Dusk 122nd year of Ascendancy at 09:44 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Phocopops the Cornac Adventurer level 20
78th Dusk 122nd year of Ascendancy at 06:13 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Phocopops the Cornac Adventurer level 12
25th Dusk 122nd year of Ascendancy at 10:36 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Phocopops the Cornac Adventurer level 7
1st Flare 122nd year of Ascendancy at 21:52 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Phocopops the Cornac Adventurer level 11
20th Dusk 122nd year of Ascendancy at 02:22 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Phocopops the Cornac Adventurer level 18
68th Dusk 122nd year of Ascendancy at 11:45 see stats
Log
Phocopops receives 11 healing.
Phocopops recovers sight.
Phocopops receives 10 healing.
Talent Repulsion is ready to use.
Talent Reabsorb is ready to use.
Phocopops receives 10 healing.
Phocopops is confused and fails to use Steady Shot.
Isuldanne the blade horror casts Repulsion Blast.
Phocopops slams into something solid!
Isuldanne the blade horror hits Phocopops for 250 physical, (62 deflected), 0 physical, 62 physical (313 total damage).
Phocopops is no longer attuned.
Phocopops receives 11 healing.
Phocopops uses Infusion: Healing.
Phocopops receives 72 healing from Infusion: Healing.
Phocopops is confused and fails to use Conversion.
Isuldanne the blade horror casts Temporal Bolt.
Phocopops attunes to the damage.
Phocopops is invigorated by the attack!
Isuldanne the blade horror hits Phocopops for (32 antimagic), (74 deflected), 33 temporal (34 total damage).
Phocopops hits Isuldanne the blade horror for (0 dissipated), 0 arcane (0 total damage).
Talent Pin Down is ready to use.
Phocopops receives 11 healing.
Phocopops is confused and fails to use Conversion.
Isuldanne the blade horror casts Repulsion Blast.
Saving game...






















































































