Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 0.9.43 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Halfling |
| Class | Rogue |
| Level / Exp | 37 / 57% |
| Size | small |
| Lifes / Deaths | Killed by Rantha the Abomination at level 21 on the 44th Regrowth 123rd year of Ascendancy at 11:59 3 / 5Killed by Emelinn the fire drake at level 23 on the 29th Pyre 123rd year of Ascendancy at 04:01 Killed by skeleton mage at level 30 on the 44th Dusk 123rd year of Ascendancy at 19:13 Killed by fire drake at level 37 on the 28th Haze 123rd year of Ascendancy at 23:47 Killed by Murder at level 37 on the 29th Haze 123rd year of Ascendancy at 00:08 |
Primary Stats
| Strength | 30 (base 20) |
| Dexterity | 71 (base 58) |
| Constitution | 43 (base 33) |
| Magic | 22 (base 10) |
| Willpower | 27 (base 11) |
| Cunning | 74 (base 51) |
Resources
| Life | 953/953 |
| Stamina | 250/250 |
| Healing Factor | 1.32 |
| Regeneration | 3.036 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 1 |
| Infravision | 9 |
| See Stealth | 12 |
| See Invisible | 16 |
Offense: Mainhand
| Damage | 81 |
| Accuracy | 50 |
| Crit Chance | 44% |
| APR | 22 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 128 |
| Accuracy | 50 |
| Crit Chance | 40% |
| APR | 21 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 21 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Mind
| Mindpower | 40.166666666667 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +6% |
| Blight | +6% |
| Physical | +9% |
| All | 0% |
| Nature | +9% |
Defense: Base
| Armour (hardiness) | 17 (30%) |
| Defense | 59.035401176471 |
| Ranged Defense | 60.026550882353 |
| Fatigue | 7 |
| Physical Save | 39.0875 |
| Spell Save | 24.8875 |
| Mental Save | 48.658333333333 |
Defense: Resistances
| All | + 9%( 70%) |
| Darkness | + 13%( 74%) |
| Mind | + 4%( 70%) |
| Temporal | + 22%( 70%) |
| Blight | + 26%( 70%) |
| Physical | + 14%( 70%) |
| Fire | + 18%( 70%) |
| Nature | + 18%( 70%) |
Defense: Immunities
| Bleed Resistance | 40% |
| Stun Resistance | 27% |
| Poison Resistance | 30% |
| Confusion Resistance | 4% |
Inscriptions (3/3)
| Infusion | Effective talent level: 1.0 RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Description: Activate the infusion to heal yourself for 331 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusion | Effective talent level: 1.0 WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to cure yourself of mental effects and reduce all damage taken by 26% for 5 turns. Its effects scale with your Cunning stat. |
| Rune | Effective talent level: 1.0 TeleportationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is Spell: true Description: Activate the rune to teleport randomly in a range of 134 with a minimum range of 15. Its effects scale with your Cunning stat. |
Class Talents
| Cunning / Poisons | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.50 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| Cunning / Trapping | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual weapons | 1.50 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 3/5 |
| 4/5 |
| 3/5 |
| 1/5 |
| Cunning / Lethality | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 2/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 0/10 |
| 0/5 |
| 0/5 |
| 5/5 |
Effects
| detrimental effect | There is no gravity here, you float in the air. Movement three times as slow, any melee or archery blows have a chance to knockback. Maximum encumberance is greatly increased. Zero Gravity |
| beneficial effect | An aura of death surrounds you. Level 2 Curse of Corpses 2Penalty: Fear of Death: -4% resistance against damage from the undead. Level 1: Power over Death: +6% damage against the undead. Level 2: -1 Luck, +2 Strength, +2 Magic Level 3: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 4. Level 4: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | A shroud of darkness seems to fall across your path. Level 1 Curse of Shrouds 1Penalty: Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 6%) for 4 turns. Level 1: Nightwalker: +4 Darkness Resistance, +4% Max Darkness Resistance, +4 See Invisible Level 2: -1 Luck, +3 Constitution Level 3: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Level 4: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
| beneficial effect | You feel your grip on reality slipping. Level 2 Curse of Madness 2Penalty: Fractured Sanity: -6% Mind Resistance, -8% Confusion Immunity Level 1: Unleashed: +6% critical damage, +8% off-hand weapon damage Level 2: -1 Luck, +3 Dexterity Level 3: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Level 4: Mania: Any time you take more than 16% damage during a single turn, the remaining cooldown of one of your talents is reduced by 1. |
| beneficial effect | Mayhem and destruction seem to follow you. Level 3 Curse of Misfortune 3Penalty: Lost Fortune: You seem to find less gold in your journeys. Level 1: Missed Opportunities: +6 Defense, +3 Ranged Defense Level 2: -2 Luck, +5 Cunning Level 3: Devious Mind: You have an affinity for seeing the devious plans of others (+20% chance to avoid traps). Level 4: Unfortunate End: There is a 30% chance that the damage you deal will increase by 40% if it is enough to kill your opponent. |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | completed |
You successfully escorted the injured seer to the recall portal on level 5 of Dreadfell. Escort: injured seer (level 5 of Dreadfell)As a reward you improved Willpower by +1. | done |
You failed to protect the injured seer from death by Yvuselle the forest wight. Escort: injured seer (level 8 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by lesser vampire. Escort: lone alchemist (level 2 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by fire drake. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved Constitution by +1. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)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 Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the Dragon. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished the Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. You used the key inside the ruins of Nur and found a way into the fortress of old. The Weirdling Beast is dead, freeing the way into the fortress itself. You have activated what seems to be a ... butler? with your rod of recall. You have upgraded your rod of recall to transport you to the fortress. You have entered the exploratory farportal room and defeated the horror lurking there, you can now use the farportal. The fortress's current energy level is: 20. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the south east and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * You've found the needed snow giant kidney. * You've found the needed vial of wight ectoplasm. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed ice wyrm tooth. * You've found the needed ritch stinger. * You've found the needed storm wyrm claw. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed faerlhing fang. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed bloated horror heart. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. | 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! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Cureworth (0 def, 14 armour) (Misfortune) Cureworth (0 def, 14 armour) (Misfortune)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +6 Physical crit. chance: +4.0% Physical power: +4 Armour: +14 Fatigue: +5% Changes stats: +5 Con Damage when the wearer hits(melee): 4 nature Damage when the wearer is hit: 8 nature Changes damage: +3% nature / +6% acid Physical save: +12 Mental save: +13 Curse of Misfortune A pair of boots made of leather. |
| Light source | Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind (remove a few detrimental mental effects), costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
| On head | aegis cashmere wizard hat of cunning (+5) (2 def, 0 armour) (Misfortune) aegis cashmere wizard hat of cunning (+5) (2 def, 0 armour) (Misfortune)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Changes stats: +5 Cun Talent mastery: +0.26 Spell / Aegis Life regen: +0.80 Maximum life: +35.00 Curse of Misfortune A pointy cloth hat, very wizardly... |
| On hands | alchemist's hardened leather gloves of strength (+4) (0 def, 2 armour) (Corpses) alchemist's hardened leather gloves of strength (+4) (0 def, 2 armour) (Corpses)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +6 Armour: +2 Changes stats: +4 Str / +3 Mag / +3 Wil Damage when the wearer hits(melee): 6 fire / 5 cold / 6 lightning / 5 acid Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Fortune's Eye Fortune's EyeCrafted by a master 2.00 Encumbrance. Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 Defense: +12 Changes stats: +5 Lck / +5 Cun Changes resistances: +5% physical Changes damage: +5% physical Physical save: +10 Spell save: +10 Mental save: +10 See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 18 power out of 35/35) : Effective talent level: 2.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 19 for 5 turns. The radius will increase with the Cunning stat This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
| On fingers | Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +6% nature / +4% physical Physical save: +8 Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| On fingers | Halylarab the stralite ring Halylarab the stralite ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Wil Changes resistances: +9% blight Changes damage: +6% blight Mental save: +12 Stun/Freeze immunity: +27% Life regen: +1.10 Mindpower: +6 Rings can have magical properties. |
| Around neck | mindweaver's steel amulet of healing mindweaver's steel amulet of healingInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Cun Mental save: +7 Cut immunity: +40% Confusion immunity: +12% Mindpower: +6 Healing mod.: +12% It can be used to activate talent Heal, placing all other charms into a 80 cooldown : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Description: Imbues your body with natural energies, healing for 184 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
| In main hand | Spellblaze Shard (20-26 power, 10 apr) (Misfortune) Spellblaze Shard (20-26 power, 10 apr) (Misfortune)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +10 Physical crit. chance: +12.0% Attack speed: 100% Damage when this weapon hits: +10 drain life / +10 fire burn Burst (radius 2) on crit: +20 fire / +20 corrupted blood When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% fire / +10% blight Curse of Misfortune This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
| Around waist | spiritwalker's hardened leather belt of burglary (Shrouds) spiritwalker's hardened leather belt of burglary (Shrouds)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Lck / +2 Mag Trap disarming bonus: +9 Stealth bonus: +8 Mana each turn: +0.29 Maximum mana: +35.00 Infravision radius: +3 Curse of Shrouds A belt that goes around your waist. |
| In off hand | arcing stralite dagger of paradox (28.5-37.05 power, 9 apr) (Madness) arcing stralite dagger of paradox (28.5-37.05 power, 9 apr) (Madness)Requires: - Dexterity 35 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 4 Base power: 28.5 - 37.1 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% Special effect when this weapon hits: 25% chance for lightning to arc to a second target Damage when this weapon hits: +12 lightning / +8 temporal When wielded/worn: Damage when the wearer is hit: 13 temporal Changes resistances: +14% temporal Curse of Madness Sharp, short and deadly. |
| Cloak | regal linen cloak of backstabbing (1 def, 0 armour) (Corpses) regal linen cloak of backstabbing (1 def, 0 armour) (Corpses)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +6 Armour penetration: +6 Defense: +1 Changes stats: +2 Wil Critical mult.: +10.00% Stealth bonus: +6 Mental save: +6 Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Eel-skin armour (10 def, 1 armour) (Madness) Eel-skin armour (10 def, 1 armour) (Madness)Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +1 Defense: +10 Fatigue: +2% Changes stats: +3 Cun / +2 Dex Poison immunity: +30% Talent on hit(nature): Call Lightning (10% chance level 2). Curse of Madness It can be used to activate talent Call Lightning (costing 18 power out of 50/50) : Effective talent level: 2.0 Power cost: 18 out of 50/50. Range: 10.00 Travel Speed: instantaneous Description: Calls forth a powerful beam of lightning doing 47.38 to 142.15 damage The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Inventory
duelist's shielding rune (absorb 478 for 5 turns) duelist's shielding rune (absorb 478 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is Spell: true Description: Activate the rune to create a protective shield absorbing at most 478 damage for 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
anchoring stralite amulet of the fish anchoring stralite amulet of the fishInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +14% cold / +18% temporal Allows you to breathe in: water Knockback immunity: +30% Amulets can have magical properties. |
Star (25-32.5 power, 20 apr) (Shrouds) Star (25-32.5 power, 20 apr) (Shrouds)Requires: - Dexterity 24 - Cunning 24 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 It is part of a set of items. Base power: 25.0 - 32.5 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +20 Physical crit. chance: +20.0% Attack speed: 100% Damage when this weapon hits: +20 light When wielded/worn: Changes damage: +10% light Light radius: +1 Curse of Shrouds Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
This item will automatically be transmogrified when you leave the level. Rharegosin (41.5-62.25 power, 2 apr) (Shrouds)Rharegosin (41.5-62.25 power, 2 apr) (Shrouds) Requires: - Strength 24 Powered by arcane forces 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 41.5 - 62.3 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +2 Mag Vim when firing critical spell: +4.00 Maximum vim: +40.00 Spell crit. chance: +5% Defense after a teleport: +10 Curse of Shrouds Massive two-handed maul. |
This item will automatically be transmogrified when you leave the level. nature's pulsing mindstar of storms (14-15.4 power, 32 apr, mind damage) (Corpses)nature's pulsing mindstar of storms (14-15.4 power, 32 apr, mind damage) (Corpses) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 14.0 - 15.4 Uses stats: 45% Wil, 25% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when the wearer is hit: 6 lightning Changes resistances: +6% lightning / +3% blight Changes resistances penetration: +6% lightning Changes damage: +6% lightning / +6% nature Disease immunity: +15% Mindpower: +4 Mental crit. chance: +4% Curse of Corpses 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. cruel elven-wood starstaff of illumination (25-30 power, 5 apr, darkness damage) (Madness)cruel elven-wood starstaff of illumination (25-30 power, 5 apr, darkness damage) (Madness) Requires: - Magic 35 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 100% Mag Damage type: Darkness Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% darkness Talent granted: +1 Command Staff Critical mult.: +14.00% Spellpower: +12 Spell crit. chance: +4% Light radius: +2 Curse of Madness 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 Spell: true Description: Creates a globe of pure light with 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 39.92 light damage. Staves designed for wielders of magic, by the greats of the art. |
aegis cashmere wizard hat of knowledge (2 def, 0 armour) (Nightmares) aegis cashmere wizard hat of knowledge (2 def, 0 armour) (Nightmares)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Changes stats: +3 Cun / +3 Wil Talent mastery: +0.19 Spell / Aegis Life regen: +0.60 Maximum life: +30.00 Mindpower: +5 Curse of Nightmares A pointy cloth hat, very wizardly... |
troll-hide reinforced leather armour of Eyal (4 def, 7 armour) (Madness) troll-hide reinforced leather armour of Eyal (4 def, 7 armour) (Madness)Requires: - Strength 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 Fatigue: +8% Life regen: +4.30 Maximum life: +52.00 Healing mod.: +18% Curse of Madness A suit of armour made of leather. |
156 alchemist agate 156 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli 3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used to imbue an object: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 Gems can be sold for money or used in arcane rituals. |
6 jade 6 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Gems can be sold for money or used in arcane rituals. |
4 turquoise 4 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Gems can be sold for money or used in arcane rituals. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Scrying Orb of ScryingPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: It can be used to use the orb, costing 1 power out of 1/1. This orb was given to you by Elisa the Halfling scryer. It will automatically identify normal and rare items for you and can be activated to contact Elisa for rarer items. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Gems can be sold for money or used in arcane rituals. |
4 ruby 4 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Gems can be sold for money or used in arcane rituals. |
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. |
4 amber 4 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Murder the Halfling Rogue level 31
47th Dusk 123rd year of Ascendancy at 20:15 see stats
Brave new world
Went to the Far East and took part in the war.By Murder the Halfling Rogue level 33
1st Time of Equilibrium 123rd year of Ascendancy at 10:06 see stats
Bringer of Doom
Killed a Bringer of Doom.By Murder the Halfling Rogue level 31
68th Dusk 123rd year of Ascendancy at 03:19 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Murder the Halfling Rogue level 22
61st Regrowth 123rd year of Ascendancy at 04:58 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Murder the Halfling Rogue level 32
75th Dusk 123rd year of Ascendancy at 08:13 see stats
Explorer
Use the Sher'Tul fortress exploratory farportal at least 7 times with the same character.By Murder the Halfling Rogue level 35
12nd Haze 123rd year of Ascendancy at 00:51 see stats
Exterminator
Killed 1000 creaturesBy Murder the Halfling Rogue level 17
2nd Wintertide 123rd year of Ascendancy at 13:20 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Murder the Halfling Rogue level 18
19th Regrowth 123rd year of Ascendancy at 23:52 see stats
Fool of a Took!
Killed oneself as a halfling.By Murder the Halfling Rogue level 37
29th Haze 123rd year of Ascendancy at 00:08 see stats
Home sweet home
Dispatched the Weirdling Beast and taken possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Murder the Halfling Rogue level 19
26th Regrowth 123rd year of Ascendancy at 00:29 see stats
Level 10
Got a character to level 10.By Murder the Halfling Rogue level 10
4th Dusk 122nd year of Ascendancy at 12:00 see stats
Level 20
Got a character to level 20.By Murder the Halfling Rogue level 20
39th Regrowth 123rd year of Ascendancy at 12:48 see stats
Level 30
Got a character to level 30.By Murder the Halfling Rogue level 30
2nd Dusk 123rd year of Ascendancy at 18:45 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Murder the Halfling Rogue level 15
7th Haze 122nd year of Ascendancy at 22:35 see stats
Size matters
Do over 600 damage in one attackBy Murder the Halfling Rogue level 27
57th Pyre 123rd year of Ascendancy at 15:19 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Murder the Halfling Rogue level 33
75th Dusk 123rd year of Ascendancy at 20:07 see stats
The Arena
Unlocked Arena mode.By Murder the Halfling Rogue level 8
10th Mirth 122nd year of Ascendancy at 23:40 see stats
The Restless Dead
Disturb an old battle field and survive the consequences.By Murder the Halfling Rogue level 20
41st Regrowth 123rd year of Ascendancy at 19:34 see stats
The Right thing to do
You did the righteous thing in the ring of blood and disposed of the Blood Master.By Murder the Halfling Rogue level 17
1st Allure 123rd year of Ascendancy at 17:20 see stats
The secret city
Discovered the truth about mages.By Murder the Halfling Rogue level 12
31st Dusk 122nd year of Ascendancy at 14:47 see stats
The sky is falling!
See a huge meteor falling down the sky.By Murder the Halfling Rogue level 22
55th Regrowth 123rd year of Ascendancy at 12:53 see stats
Treasure Hoarder
Amass 3000 gold pieces.By Murder the Halfling Rogue level 29
1st Summertide 123rd year of Ascendancy at 04:40 see stats
Treasure Hunter
Amass 1000 gold pieces.By Murder the Halfling Rogue level 22
19th Pyre 123rd year of Ascendancy at 16:40 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Murder the Halfling Rogue level 30
44th Dusk 123rd year of Ascendancy at 21:06 see stats
Log
Fire drake hits fire drake hatchling for 51 physical damage.
Fire drake hits fire drake for 51 physical damage.
Fire drake hits Murder for 54 physical damage.
Fire drake killed Murder!
Fire drake hits fire drake hatchling for 51 physical damage.
Murder hits fire drake hatchling for 98 physical, 11 blight, 0 fire, 0 fire, 5 cold, 6 lightning, 6 acid, 5 nature, 165 physical, 12 lightning, 8 temporal, 0 fire, 5 cold, 6 lightning, 6 acid, 5 nature, 23 nature, 6 physical damage (total 361.89).
Fire drake hatchling hits Murder for 4 fire, 4 fire damage (total 7.99).
Fire drake hatchling killed Murder!
Murder the level 37 halfling rogue was mauled to death by a fire drake on level 2 of Artherig.
You have 3 life(s) left.
Murder deactivates Numbing Poison.
Murder has finished recovering.
Murder is no longer evading attacks.
Murder is freed from the rigor mortis.
Murder stops burning.
Murder deactivates Stoning Poison.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving done.
Saving done.
Saving game...
Today is the 29th Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Talent Stealth is ready to use.
Talent Stoning Poison is ready to use.
Talent Numbing Poison is ready to use.
Ran for 5 turns (stop reason: interesting character).
Personal New Achievement: Fool of a Took!!
Saving done.
Saving done.
Saving game...
