













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion! |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Shalore |
| Class | Rogue |
| Level / Exp | 27 / 84% |
| Size | medium |
| Lifes / Deaths | Killed by Silathra the forest troll at level 9 on the 7th Dusk 122nd year of Ascendancy at 07:26 0 / 7Killed by Ararelaith the skeleton assassin at level 23 on the 32nd Haze 122nd year of Ascendancy at 07:54 Killed by Ememille the elder vampire at level 25 on the 45th Haze 122nd year of Ascendancy at 06:32 Killed by saw horror at level 27 on the 70th Haze 122nd year of Ascendancy at 02:41 Killed by Xydhenne the skeleton warrior at level 27 on the 70th Haze 122nd year of Ascendancy at 23:01 Killed by Emuma the vampire lord at level 27 on the 71st Haze 122nd year of Ascendancy at 13:27 Killed by Siemi at level 27 on the 71st Haze 122nd year of Ascendancy at 13:32 |
Primary Stats
| Strength | 20 (base 15) |
| Dexterity | 62 (base 58) |
| Constitution | 15 (base 10) |
| Magic | 17 (base 10) |
| Willpower | 18 (base 10) |
| Cunning | 60 (base 50) |
Resources
| Life | 497/497 |
| Mana | 296/296 |
| Stamina | 198/198 |
| Healing Factor | 1.4405405405405 |
| Regeneration | 17.947939973696 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | -997 |
| Infravision | 5 |
| See Stealth | 40.606190251377 |
| See Invisible | 40.606190251377 |
| Stealth | 35.745092180916 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 63 |
| Accuracy | 49 |
| Crit Chance | 34% |
| APR | 20 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 52 |
| Accuracy | 49 |
| Crit Chance | 34% |
| APR | 20 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 23 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Damage Bonus
| Temporal | +15% |
| Cold | +27% |
| All | 0% |
Offense: Damage Penetration
| Nature | +15% |
| Cold | +10% |
| Light | +10% |
| Temporal | +20% |
Defense: Base
| Armour (hardiness) | 19 (38.536585365854%) |
| Defense | 40 |
| Ranged Defense | 40 |
| Fatigue | 5.669446550417 |
| Physical Save | 29 |
| Spell Save | 19 |
| Mental Save | 50 |
Defense: Resistances
| Acid | + 22%( 70%) |
| Blight | + 32%( 70%) |
| Cold | + 70%( 70%) |
| All | + 4%( 70%) |
| Lightning | + 16%( 70%) |
| Light | + 10%( 70%) |
| Temporal | + 18%( 70%) |
| Mind | + 16%( 70%) |
| Darkness | + 10%( 70%) |
| Fire | + 19%( 70%) |
| Nature | + 26%( 70%) |
Defense: Immunities
| Stun Resistance | 89% |
| Confusion Resistance | 100% |
| Poison Resistance | 10% |
| Blind Resistance | 30% |
| Silence Resistance | 22% |
| Teleport Resistance | 10% |
| Pinning Resistance | 0% |
| Disarm Resistance | 85% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 0% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 276 life over 5 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 295 damage for 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 172 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (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 17% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Class Talents
| Cunning / Artifice | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.40 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Technique / Duelist | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Throwing knives | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 4/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 2/5 |
| 4/5 |
| 5/5 |
Effects
| talent | Stealth |
| beneficial effect | The target is wreathed in shadows, increasing life regeneration by 4.3 and stamina regeneration by 1.2. Soothing Darkness |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
| beneficial effect | Parrying melee and ranged attacks: Has a 68% chance to deflect up to 19 damage from the next 2.7 attack(s). Parried attacks cannot crit. Parrying |
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 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. | 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 renegade 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 injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Magic by +2. | done |
You failed to protect the lone alchemist from death by Wrathroot. Escort: lone alchemist (level 4 of Old Forest) | failed |
You abandoned lost sun paladin to death. Escort: lost sun paladin (level 4 of Dreadfell) | failed |
You failed to protect the temporal explorer from death by Ce'Norevea the ghoul. Escort: temporal explorer (level 3 of Dreadfell) | failed |
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 |
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. | 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 |
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 precision. He has given you some notes on the ingredients: * '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.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed xorn fragment. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed hummerhorn wing. * You've found the needed sandworm tooth. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed minotaur nose. * You've found the needed vial of squid ink. Ungrol of Last Hope has completed an elixir of foundations 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! | 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 within7 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 | Runegatar the pair of rough leather boots (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +3% cold / +9% temporal Mental save: +12 (+4 eff.) Disease immunity: +10% Silence immunity: +22% Disarm immunity: +10% Confusion immunity: +25% Stun/Freeze immunity: +23% A pair of boots made of leather. |
| Light source | Spectral CagePowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Talent cooldown: Chill of the Tomb (-2 turns) Spellpower: +10 (+5 eff.) Light radius: +5 It can be used to release a will o' the wisp that will explode against your foes for 194 cold damage (based on your Magic), costing 18 power out of 14/20. This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
| On head | Eclipsewolf the hardened leather cap (0 def, 3 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Armour: +3 Fatigue: +3% Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +7 Lck Changes resistances: +19% acid / +6% darkness / +7% cold / +6% fire / +13% mind / +6% lightning Mental save: +15 (+5 eff.) Confusion immunity: +23% Spell crit. chance: +4% Mental crit. chance: +4% A cap made of leather. |
| On hands | drakeskin leather gloves 'Kindlemight' (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: +16 (+4 eff.) Armour: +3 Changes stats: +4 Str / +3 Dex / +3 Cun Changes resistances: +6% temporal Changes resistances penetration: +10% temporal Talent cooldown: Double Strike (-1 turn) Physical save: +26 (+12 eff.) Mental save: +14 (+4 eff.) Disarm immunity: +75% When used to modify unarmed attacks: Base power: 28.0 - 30.8 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +30 Armour Penetration: +5 Crit. chance: +13.0% Attack speed: 100% When this weapon hits: Perfect Control (20% chance level 5). When this weapon hits: Set Up (10% chance level 5). Damage (Melee): +4 light Burst (radius 1) on hit: +4 light Burst (radius 2) on crit: +4 temporal Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | supercharged dwarven-steel torque of kinetic psionic shield [power 99] (23 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 99 for 7 turns, putting all charms on cooldown for 23 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | NunikPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 4 blight Changes stats: +3 Mag Changes resistances: +24% cold Changes damage: +12% cold / +6% temporal Spell save: +6 (+3 eff.) Stun/Freeze immunity: +21% Life regen: +1.10 Rings can have magical properties. |
| On fingers | Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +6% light Changes resistances penetration: +10% light / +10% temporal Changes damage: +9% temporal Mental save: +14 (+4 eff.) Confusion immunity: +54% Stun/Freeze immunity: +30% Life regen: +1.90 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 | Velora the steel amuletInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str / +2 Wil Changes resistances: +10% fire / +3% nature / +11% cold Mental save: +7 (+2 eff.) Confusion immunity: +12% Teleport immunity: +10% Only die when reaching: -40.00 life Mindpower: +7 (+4 eff.) Amulets can have magical properties. |
| In main hand | insidious dwarven-steel dagger (20-26 power, 7 apr)Requires: - Dexterity 24 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 20.0 - 26.0 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +20 insidious poison Sharp, short and deadly. |
| 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 | hateful dwarven-steel dagger of erosion (18.5-24.05 power, 7 apr)Requires: - Dexterity 24 Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 18.5 - 24.1 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +7 temporal / +7 nature / +5 darkness Damage against: +8% Living Sharp, short and deadly. |
| Cloak | Serpentine Cloak (10 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +6 Cun / +5 Con Changes resistances penetration: +15% nature Talent mastery: +0.10 Cunning / Stealth It can be used to activate talent Phase Door (costing 27 power out of 60/60) : Effective talent level: 2.0 Power cost: 27 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a small range of up to 8 grids. At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 4). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. The range will increase with your Spellpower. Cunning and malice seem to emanate from this cloak. |
| Main armor | Armagen the hardened leather armour (3 def, 12 armour)Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Fatigue: +8% Changes resistances: +9% blight / +6% lightning Blindness immunity: +30% Poison immunity: +10% Stun/Freeze immunity: +15% Life regen: +4.90 Maximum life: +35.00 Healing mod.: +10% A suit of armour made of leather. |
Inventory
FlashpythonInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 4 lightning Changes stats: +6 Cun Changes resistances: +6% blight / +13% fire / +14% cold Changes resistances penetration: +15% lightning Amulets can have magical properties. |
Galadrador the BrightseverInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% mind / +15% light Changes damage: +15% acid / +6% light Confusion immunity: +25% Amulets can have magical properties. |
Getefast the UmbraministerInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +18% acid / +9% fire / +9% light Changes damage: +3% darkness Physical save: +33 (+15 eff.) Mental save: +6 (+2 eff.) Confusion immunity: +12% Mindpower: +6 (+3 eff.) Amulets can have magical properties. |
cleansing copper amuletInfused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% nature / +10% blight Poison immunity: +20% Disease immunity: +20% Amulets can have magical properties. |
WoesearInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Wil Changes resistances: +26% lightning / +9% darkness Changes damage: +13% lightning / +9% blight Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +4 (+2 eff.) Rings can have magical properties. |
YverinInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+1 eff.) Physical power: +5 (+1 eff.) Fatigue: -8% Changes stats: +5 Str / +2 Dex / +8 Con Physical save: +8 (+4 eff.) See invisible: +3 Rings can have magical properties. |
marksman's steel ring of blinding strikesPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Effects on melee hit: * 17% chance to blind Damage (Melee): 24 light Effects on ranged hit: * 13% chance to blind Damage (Ranged): 24 light Changes stats: +3 Dex Rings can have magical properties. |
sneakthief's gold ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Changes stats: +5 Cun / +5 Dex Stun/Freeze immunity: +22% Life regen: +1.60 Rings can have magical properties. |
titan's gold ring of perseveranceInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Con Physical save: +8 (+4 eff.) Stun/Freeze immunity: +28% Life regen: +1.20 Rings can have magical properties. |
dwarven-steel dagger 'Duvirefang' (19.5-25.35 power, 7 apr)Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 19.5 - 25.4 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Armour penetration: +8 Physical crit. chance: +8.0% Changes stats: +5 Str / +2 Mag / +3 Cun / +2 Con Changes resistances: +9% mind Grants telepathy: Humanoid/Orc Critical mult.: +12.00% Reduces incoming crit damage: 10.00% Sharp, short and deadly. |
flaming dwarven-steel dagger of vileness (18.5-24.05 power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 18.5 - 24.1 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 10% chance to disease Damage (Melee): +7 blight Burst (radius 1) on hit: +6 fire Sharp, short and deadly. |
Beredohad the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +6 Changes resistances: +6% nature / +3% temporal Mental save: +20 (+6 eff.) Poison immunity: +20% Silence immunity: +10% Pinning immunity: +15% Maximum life: +32.00 A belt that goes around your waist. |
rough leather belt of burglaryCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Dex / +4 Cun / +5 Lck Trap disarming bonus: +5 Stealth bonus: +5 Infravision radius: +4 A belt that goes around your waist. |
Alothad the linen cloak (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Wil Changes resistances: +5% arcane Mental save: +6 (+2 eff.) Blindness immunity: +20% Silence immunity: +10% Stun/Freeze immunity: +10% Teleport immunity: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Growkin (5 def, 4 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +6 Physical crit. chance: +4.0% Physical power: +3 (+1 eff.) Armour: +4 Defense: +5 (+2 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +3% Changes resistances: +12% temporal / +15% darkness / +3% nature Changes resistances penetration: +13% darkness / +11% temporal Changes damage: +9% blight / +12% nature Defense after a teleport: +22 Resist all after a teleport: +13% New effects duration reduction after a teleport: +18% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
stealthy 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: +3 Fatigue: +3% Changes stats: +7 Lck / +6 Dex Stealth bonus: +7 A pair of boots made of leather. |
Nerevena (0 def, 8 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes resistances: +6% darkness / +4% physical Spell save: +3 (+2 eff.) Mental save: +6 (+2 eff.) Silence immunity: +20% Disarm immunity: +5% Life regen: +1.50 Stamina each turn: +1.00 Maximum stamina: +21.00 When used to modify unarmed attacks: Base power: 18.0 - 19.8 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Slumber (10% chance level 3). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Runorion (0 def, 8 armour)Requires: - Talent Heavy Armour Training Infused by nature Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +15 (+4 eff.) Armour: +8 Damage (Melee): 8 fire Changes stats: +3 Cun Changes resistances: +15% darkness / +6% fire Changes damage: +5% fire Stun/Freeze immunity: +15% Maximum hate: +4.00 Infravision radius: +3 When used to modify unarmed attacks: Base power: 20.0 - 28.0 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +13 Armour Penetration: +9 Crit. chance: +19.0% Attack speed: 83% When this weapon hits: Fire Breath (10% chance level 3). When this weapon crits: Dominate (20% chance level 3). Damage (Melee): +23 darkness Burst (radius 2) on crit: +8 fire It can be used to activate talent Track, placing all other charms into a 14 cooldown : Effective talent level: 2.6 Power cost: 14 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 32 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves 'Cloudstone' (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 temporal Damage (Ranged): 5 temporal Damage when hit (Melee): 8 physical Changes stats: +1 Str Changes resistances: +5% temporal Changes damage: +3% temporal Maximum life: +30.00 Maximum stamina: +15.00 When used to modify unarmed attacks: Base power: 7.0 - 7.7 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 6% chance to gain 10% of a turn (3/turn limit) * 40% chance to daze at end of turn Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather cap 'Yvuba' (0 def, 9 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +6 Physical power: +2 (+0 eff.) Armour: +9 Fatigue: +5% Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +3 Cun / +5 Dex Changes resistances: +10% cold / +8% fire Changes damage: +6% physical Life regen: +0.60 Infravision radius: +3 A cap made of leather. |
9 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
613 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. |
4 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
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. |
2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 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 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe 'Yvara' (dig speed 15 turns)Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -10% Damage when hit (Melee): 16 mind Changes stats: +2 Str / +4 Con Changes resistances: +6% mind Changes damage: +8% mind / +8% fire Mental save: +8 (+2 eff.) See invisible: +15 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of UngolรซInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 70 power out of 43/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 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 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Layida the brass lanternInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Wil Changes resistances: +6% temporal Changes resistances penetration: +25% blight / +5% temporal Changes damage: +7% mind Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 176 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. |
iron torque of thermal psionic shield 'Blazewreck' [power 25] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 12 lightning Changes resistances: +18% acid Changes damage: +15% lightning It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 25 for 7 turns, putting all charms on cooldown for 18 turns. Torques are made by powerful psionics to store psionic powers. |
steel torque of clear mind 'Ivekira' [power 2] (9 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes resistances: +15% lightning Mental save: +9 (+3 eff.) Silence immunity: +25% Knockback immunity: +20% 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 9 turns. Torques are made by powerful psionics to store psionic powers. |
steel torque of psychoportation 'Brightsteel' [power 30] (27 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +6% darkness / +6% acid Talent cooldown: Silence (-1 turn) Talent granted: +2 Silence Poison immunity: +20% Cut immunity: +30% Stun/Freeze immunity: +10% Knockback immunity: +15% Light radius: +3 It can be used to teleport randomly (rad 30), putting all charms on cooldown for 27 turns. Torques are made by powerful psionics to store psionic powers. |
Zubuvea the yew totem of healing [power 135] (18 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Armour: +4 Changes resistances: +3% physical Changes damage: +15% mind / +3% physical Hate when firing a critical mind attack: +2.00 Only die when reaching: -40.00 life Mindpower: +4 (+2 eff.) It can be used to heal a target within range 6 (based on Willpower) for 135, putting all charms on cooldown for 18 turns. When used: 100% chance to regenerate 6 stamina. 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. |
quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 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. |
9 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
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Siemi the Shalore Rogue level 25
50th Haze 122nd year of Ascendancy at 03:30 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Siemi the Shalore Rogue level 21
1st Time of Equilibrium 122nd year of Ascendancy at 07:54 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Siemi the Shalore Rogue level 22
9th Haze 122nd year of Ascendancy at 08:05 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Siemi the Shalore Rogue level 25
55th Haze 122nd year of Ascendancy at 15:01 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Siemi the Shalore Rogue level 23
25th Haze 122nd year of Ascendancy at 06:37 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Siemi the Shalore Rogue level 10
7th Dusk 122nd year of Ascendancy at 13:53 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Siemi the Shalore Rogue level 20
62nd Dusk 122nd year of Ascendancy at 19:05 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Siemi the Shalore Rogue level 23
12nd Haze 122nd year of Ascendancy at 23:14 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Siemi the Shalore Rogue level 8
1st Summertide 122nd year of Ascendancy at 13:36 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Siemi the Shalore Rogue level 25
50th Haze 122nd year of Ascendancy at 03:30 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Siemi the Shalore Rogue level 11
13rd Dusk 122nd year of Ascendancy at 12:12 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Siemi the Shalore Rogue level 21
68th Dusk 122nd year of Ascendancy at 19:49 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Siemi the Shalore Rogue level 14
27th Dusk 122nd year of Ascendancy at 22:18 see stats
Log
You have been detected!
Siemi deactivates Stealth.
Losselhing misses Emuma the vampire lord.
Insidious Poison from Siemi hits Emuma the vampire lord for 0 nature damage.
Siemi casts Timeless.
Siemi uses Infusion: Healing.
Siemi receives 247 healing from Infusion: Healing.
Siemi uses Flurry.
You have no more lives left.
Siemi deactivates Trained Reactions.
Siemi's attacks are less focused.
Losselhing deactivates Frost Hands.
Losselhing deactivates Icy Skin.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Emuma the vampire lord leeches life from Siemi!
Shield of Light hits Emuma the vampire lord for 8 healing, 8 healing, 8 healing, 8 healing, 8 healing, 8 healing, 8 healing, 8 healing, 8 healing, 8 healing, 8 healing, 8 healing (0 total damage) [95 healing].
Emuma the vampire lord hits Siemi for 21 fire, 18 darkness, 57 light, 21 fire, 18 darkness, 57 light, 21 fire, 18 darkness, 57 light, 21 fire, 18 darkness, 57 light, 21 fire, 18 darkness, 57 light, 21 fire, 18 darkness, 57 light (579 total damage).
Siemi hits Emuma the vampire lord for 37 physical, 0 nature, 29 physical, 5 temporal, 0 nature, 1 darkness, 1 healing, 3 healing, 41 physical, 0 nature, 3 healing, 29 physical, 5 temporal, 0 nature, 1 darkness, 1 healing, 37 physical, 0 nature, 1 healing, 29 physical, 5 temporal, 0 nature, 1 darkness (220 total damage) [10 healing].
Siemi the level 27 shalore rogue was sun baked to death by Emuma the vampire lord on level 2 of Dreadfell.
Your summoned losselhing disappears.
Talent Hidden Blades is ready to use.
Talent Rune: Shielding is ready to use.
Talent Lure is ready to use.
Siemi activates Stealth.
Saving done.
Saving game...

































































































