Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | 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:
Items Vault 1.3.0Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Shalore |
Class | Rogue |
Level / Exp | 18 / 38% |
Size | medium |
Lifes / Deaths | Killed by gloomy giant crystal rat at level 7 on the 1st Dusk 122nd year of Ascendancy at 01:40 0 / 6Killed by Gliyana the sand-drake at level 14 on the 49th Dusk 122nd year of Ascendancy at 09:46 Killed by Gliyana the sand-drake at level 14 on the 49th Dusk 122nd year of Ascendancy at 21:55 Killed by snow giant thunderer at level 16 on the 61st Dusk 122nd year of Ascendancy at 15:41 Killed by snow giant boulder thrower at level 16 on the 62nd Dusk 122nd year of Ascendancy at 02:11 Killed by Urkis, the High Tempest at level 18 on the 72nd Haze 122nd year of Ascendancy at 12:41 |
Primary Stats
Strength | 17 (base 12) |
Dexterity | 50 (base 46) |
Constitution | 12 (base 10) |
Magic | 16 (base 10) |
Willpower | 14 (base 10) |
Cunning | 46 (base 38) |
Resources
Life | -43/379 |
Stamina | 139/141 |
Healing Factor | 1 |
Regeneration | 52.65 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
See Invisible | 3 |
Offense: Mainhand
Damage | 70 |
Accuracy | 46 |
Crit Chance | 41% |
APR | 39 |
Speed | 1.00 |
Offense: Offhand
Damage | 54 |
Accuracy | 46 |
Crit Chance | 38% |
APR | 36 |
Speed | 1.00 |
Offense: Spell
Spellpower | 10.5 |
Crit Chance | 22% |
Speed | 1 |
Offense: Mind
Mindpower | 30.1 |
Crit Chance | 22% |
Speed | 1 |
Defense: Base
Armour (hardiness) | 9 (30%) |
Defense | 0 |
Ranged Defense | 9.5 |
Fatigue | 4 |
Physical Save | 22.575 |
Spell Save | 10.5 |
Mental Save | 20.5 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Silence Resistance | 21% |
Pinning Resistance | 20% |
Disarm Resistance | 21% |
Instadeath Resistance | 100% |
Knockback Resistance | 22% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 262 life over 5 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 23 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 218 damage for 4 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 140 and cleanse 1 wound and poison effect. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 30%, your defense is increased by 30 and all your resistances by 30%. Its effects scale with your Dexterity stat. |
Class Talents
Cunning / Stealth | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Dual weapons | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Cunning / Scoundrel | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Technique / Acrobatics | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 5/5 |
Effects
talent | Precision |
talent | Lacerating Strikes |
beneficial effect | The target is in a whistling vortex, granting +20 ranged defense, -20 ranged accuracy and incoming projectiles are 30% slower. Whistling Vortex |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
detrimental effect | The target is encased in ice. All damage done to it will be split, 40% absorbed by the ice and 60% by the target. The target's defense is nullified while in the ice, and it may only attack the ice, but it is also immune to any new detrimental status effects. The target cannot teleport or heal while frozen. 248 HP on the iceblock remaining. Frozen |
detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Antimagic Disruption |
beneficial effect | A flow of life spins around the target, regenerating 52.40 life per turn. Regeneration |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a regenade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Dexterity by +1. | done |
You failed to protect the lost warrior from death by snow giant boulder thrower. Escort: lost warrior (level 1 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you improved Strength by +2. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved Willpower by +1. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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. | 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 honey tree root. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * '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 has completed an elixir of mysticism without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed warg claw. * You've found the needed ice ant stinger. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed length of troll intestine. * You've found the needed chunk of ghoul flesh. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed giant spider spinneret. * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Unreharakath the Flashspawn (0 def, 3 armour) Unreharakath the Flashspawn (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +1.0% Armour: +3 Fatigue: -3% Changes resistances: +9% light Critical mult.: +3.00% Maximum encumbrance: +27 Physical save: +8 (+4 eff.) A pair of boots made of leather. |
Light source | bright brass lantern of health bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +42.00 Light radius: +4 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 | grounding linen wizard hat of lightning (+21%) (1 def, 0 armour) =LIGHTNING= grounding linen wizard hat of lightning (+21%) (1 def, 0 armour) =LIGHTNING=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +21% lightning / +6% temporal Changes damage: +11% lightning A pointy cloth hat, very wizardly... |
On hands | storm hardened leather gloves of strength (+3) (0 def, 2 armour) storm hardened leather gloves of strength (+3) (0 def, 2 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +9 (+3 eff.) Armour: +2 Damage (Melee): 8 lightning Changes stats: +3 Str Changes resistances: +5% lightning Changes damage: +3% lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | warded steel torque of kinetic psionic shield [power 43] (20 cooldown) =kinTORC= warded steel torque of kinetic psionic shield [power 43] (20 cooldown) =kinTORC=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Maximum wards: +1 physical / +2 mind / +2 darkness Talent granted: +1 Ward It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 43 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | steel ring of pilfering steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +9 Defense: +8 (+0 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 away 4 grids from your target. Rings can have magical properties. |
On fingers | Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 4 arcane Changes resistances: +5% arcane Silence immunity: +21% Disarm immunity: +21% Pinning immunity: +20% Knockback immunity: +22% Mana each turn: +0.11 Maximum life: +22.00 Spellpower: +6 (+2 eff.) Mindpower: +6 (+3 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, costing 1 power out of 1/1. "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? |
Around neck | warrior's copper amulet of strength (+2) warrior's copper amulet of strength (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str Changes resistances: +6% physical Stamina each turn: +0.40 Amulets can have magical properties. |
In main hand | Umbral Razor (129% power, 10 apr) Umbral Razor (129% power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Power: 129% Range: 1.3x Uses stats: 45% Cun, 10% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +9.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 8 power out of 10/10) : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 53.40 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Around waist | grounding hardened leather belt of transcendence grounding hardened leather belt of transcendenceInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +6% lightning / +7% temporal Physical save: +7 (+4 eff.) Mindpower: +6 (+3 eff.) A belt that goes around your waist. |
In off hand | dwarven-steel dagger of erosion (116% power, 7 apr) dwarven-steel dagger of erosion (116% power, 7 apr)Requires: - Dexterity 24 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 116% Range: 1.3x 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% Damage (Melee): +8 nature / +4 temporal Sharp, short and deadly. |
Cloak | Scaldwinnow the cashmere cloak (2 def, 0 armour) Scaldwinnow the cashmere cloak (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Damage when hit (Melee): 4 fire Changes stats: +2 Dex / +3 Cun / +2 Con Changes damage: +12% fire See invisible: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | cleansing cured leather armour of lightning resistance (2 def, 4 armour) =LIGHTNING= cleansing cured leather armour of lightning resistance (2 def, 4 armour) =LIGHTNING=Requires: - Strength 14 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +7% Changes resistances: +10% blight / +12% nature / +17% lightning A suit of armour made of leather. |
Inventory
This item will automatically be transmogrified when you leave the level. movement infusion of the titan (368% speed; 5 turns)movement infusion of the titan (368% 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: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 368% 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 Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Withering Orbs =blindfight= Withering Orbs =blindfight=Infused 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... |
grounding steel amulet of dexterity (+2) =LIGHTNING= grounding steel amulet of dexterity (+2) =LIGHTNING=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Dex Changes resistances: +10% lightning Stun/Freeze immunity: +20% Amulets can have magical properties. |
gold ring 'Belovea' =yes= gold ring 'Belovea' =yes=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +1 Wil Changes resistances penetration: +10% mind Stun/Freeze immunity: +26% Life regen: +1.30 Maximum psi: +20.00 Mental crit. chance: +2% Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. balanced steel greatsword of massacre (140% power, 2 apr)balanced steel greatsword of massacre (140% power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 141% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +13 (+0 eff.) Disarm immunity: +34% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. steel waraxe (104% power, 3 apr)steel waraxe (104% power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 105% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% One-handed war axes. |
Mighty Girdle =beef= Mighty Girdle =beef=Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. 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. |
Eden's Guile (2 def, 1 armour) =gottagofast= Eden's Guile (2 def, 1 armour) =gottagofast=Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 43% (based on Cunning), costing 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
wanderer's pair of rough leather boots of tirelessness (0 def, 1 armour) =yes= wanderer's pair of rough leather boots of tirelessness (0 def, 1 armour) =yes=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Cun / +1 Con Physical save: +10 (+5 eff.) Mental save: +10 (+5 eff.) Stamina each turn: +0.30 Maximum stamina: +13.00 A pair of boots made of leather. |
Erugen the rough leather cap (0 def, 1 armour) =yes= Erugen the rough leather cap (0 def, 1 armour) =yes=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Dex / +2 Con Physical save: +12 (+6 eff.) Light radius: +1 A cap made of leather. |
cleansing cured leather armour of Eyal (2 def, 4 armour) =antimage= cleansing cured leather armour of Eyal (2 def, 4 armour) =antimage=Requires: - Strength 14 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +7% Changes resistances: +12% nature / +12% blight Life regen: +1.40 Maximum life: +52.00 Healing mod.: +13% A suit of armour made of leather. |
hardened leather armour 'Radiancemight' (3 def, 8 armour) =blighted= hardened leather armour 'Radiancemight' (3 def, 8 armour) =blighted=Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+0 eff.) Fatigue: +8% Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 6 light Changes stats: +3 Wil Changes resistances: +19% blight / +13% darkness Mental save: +25 (+12 eff.) Light radius: +3 A suit of armour made of leather. |
Tooth of the Mouth (dig speed 12 turns) =digger= Tooth of the Mouth (dig speed 12 turns) =digger=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. |
Summertide Phial =cool= Summertide Phial =cool=Infused 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 (58 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Eye of the Dreaming One =wat= Eye of the Dreaming One =wat=Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 8 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 21% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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 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 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 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. |
Magmarage the steel torque of charged psionic shield [power 43] (20 cooldown) =chargeTORC= Magmarage the steel torque of charged psionic shield [power 43] (20 cooldown) =chargeTORC=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes resistances penetration: +5% fire Changes damage: +9% fire It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 43 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 3 psi. Torques are made by powerful psionics to store psionic powers. |
quick steel torque of thermal psionic shield [power 29] (14 cooldown) =thermTORC= quick steel torque of thermal psionic shield [power 29] (14 cooldown) =thermTORC=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 29 for 7 turns, putting all charms on cooldown for 14 turns. Torques are made by powerful psionics to store psionic powers. |
Achievements
By Aurielle the Shalore Rogue level 11
29th Dusk 122nd year of Ascendancy at 07:01 see stats
By Aurielle the Shalore Rogue level 16
61st Dusk 122nd year of Ascendancy at 01:47 see stats
By Aurielle the Shalore Rogue level 16
62nd Dusk 122nd year of Ascendancy at 07:08 see stats
By Aurielle the Shalore Rogue level 10
20th Dusk 122nd year of Ascendancy at 14:17 see stats
By Aurielle the Shalore Rogue level 18
15th Haze 122nd year of Ascendancy at 08:02 see stats
By Aurielle the Shalore Rogue level 9
18th Dusk 122nd year of Ascendancy at 07:05 see stats
By Aurielle the Shalore Rogue level 17
62nd Dusk 122nd year of Ascendancy at 18:09 see stats
By Aurielle the Shalore Rogue level 13
43rd Dusk 122nd year of Ascendancy at 00:13 see stats
By Aurielle the Shalore Rogue level 17
62nd Dusk 122nd year of Ascendancy at 20:02 see stats
Log
Urkis, the High Tempest hits Aurielle for (105 absorbed), 0 lightning (0 total damage).
Thunderstorm hits Aurielle for (17 absorbed), 0 lightning (0 total damage).
Aurielle performs a melee critical strike against Snow giant!
Snow giant starts to bleed.
Snow giant is afflicted by a crippling illness!
Snow giant is in anguish.
Aurielle hits Snow giant for 98 darkness, 59 physical, 9 lightning, , 43 physical, 8 nature, 4 temporal, 9 lightning, (230 total damage).
Snow giant hits Aurielle for (9 absorbed), 0 cold, (9 absorbed), 0 cold (0 total damage).
Your shield crumbles under the damage!
The shield around Aurielle crumbles.
Aurielle hits Snow giant for 4 fire, 4 arcane (8 total damage).
Snow giant hits Aurielle for (22 absorbed), 3 physical, 8 cold (11 total damage).
Urkis, the High Tempest casts Ice Shards.
Bleeding from Aurielle hits Snow giant for 3 physical damage.
Thunderstorm hits Aurielle for 20 lightning damage.
Aurielle is dazed!
Aurielle uses Infusion: Regeneration.
Aurielle starts regenerating health quickly.
Snow giant misses Aurielle.
Urkis, the High Tempest's Ice Shards hits Snow giant for 54 cold damage.
Aurielle is not dazed anymore.
Urkis, the High Tempest casts Shock.
Thunderstorm hits Aurielle for 21 lightning damage.
Aurielle is encased in ice!
Urkis, the High Tempest's Ice Shards hits Aurielle for 108 cold damage.
Urkis, the High Tempest's Shock hits Aurielle for (26 to ice), 39 lightning (39 total damage).
Urkis, the High Tempest casts Freeze.
Saving game...