















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Items Vault 1.5.0Donators/Buyers bonus! Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Rogue |
| Level / Exp | 33 / 91% |
| Size | medium |
| Lifes / Deaths | Killed by Aturek the thalore at level 13 on the 32nd Dusk 122nd year of Ascendancy at 18:54 0 / 7Killed by heavy bone giant at level 15 on the 61st Dusk 122nd year of Ascendancy at 13:38 Killed by war hound at level 17 on the 15th Haze 122nd year of Ascendancy at 10:29 Killed by Urkis, the High Tempest at level 23 on the 37th Regrowth 123rd year of Ascendancy at 14:05 Killed by Aerasetta the Guardian at level 26 on the 75th Regrowth 123rd year of Ascendancy at 17:04 Killed by Greater Mummy Lord at level 29 on the 2nd Mirth 123rd year of Ascendancy at 04:42 Killed by orc archer at level 33 on the 15th Dusk 123rd year of Ascendancy at 12:37 |
| Antimagic | Follower |
Primary Stats
| Strength | 31 (base 11) |
| Dexterity | 73 (base 46) |
| Constitution | 73 (base 60) |
| Magic | 16 (base 10) |
| Willpower | 40 (base 10) |
| Cunning | 79 (base 31) |
Resources
| Life | -78/950 |
| Stamina | 247/261 |
| Equilibrium | 15 |
| Healing Factor | 1.6588888888889 |
| Regeneration | 7.2161666666667 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 45.350416095169 |
| See Invisible | 57.350416095169 |
| ESP Range | 10 |
| ESP Kinds | animal/canine, humanoid/orc, dragon, demon/minor, demon/major |
Offense: Mainhand
| Damage | 97 |
| Accuracy | 51 |
| Crit Chance | 57% |
| APR | 17 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 70 |
| Accuracy | 51 |
| Crit Chance | 50% |
| APR | 17 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 32% |
| Speed | 1 |
Offense: Mind
| Mindpower | 39 |
| Crit Chance | 37% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +25% |
| Arcane | +12% |
| Mind | +12% |
| All | 0% |
Offense: Damage Penetration
| Blight | +10% |
Defense: Base
| Armour (hardiness) | 23 (70.376569037657%) |
| Defense | 49 |
| Ranged Defense | 49 |
| Fatigue | 0 |
| Physical Save | 39 |
| Spell Save | 53 |
| Mental Save | 58 |
Defense: Resistances
| Acid | + 3%( 70%) |
| Light | + 9%( 70%) |
| Nature | + 9%( 70%) |
| Darkness | + 45%( 70%) |
| Physical | + 9%( 70%) |
| Fire | + 3%( 70%) |
| All | + 3%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Confusion Resistance | 10% |
| Teleport Resistance | 10% |
| Instadeath Resistance | 100% |
| Silence Resistance | 30% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 33 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 15 for 11 turns. While Heroism is active, you will only die when reaching -743 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 195 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 344 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Cunning / Stealth | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Duelist | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Dual techniques | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Cunning / Lethality | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Artifice | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| 5/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Scoundrel | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
| talent | Apply Poison |
| talent | Lacerating Strikes |
| talent | Wild Growth |
| talent | Leeching Poison |
| talent | Crippling Poison |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| beneficial effect | You gain 26% resistance against darkness. Resolve |
| beneficial effect | Has 6 throwing knives prepared: 6 KnivesRange: 5 Net Damage: 101 - 141 Accuracy: 66 (knife) APR: 13 Crit Chance: +46% Crit mult: 205% Uses Stats: 50% Cun, 70% Dex |
| beneficial effect | Parrying melee and ranged attacks: Has a 56% chance to deflect up to 23 damage from the next 1.0 attack(s). Parried attacks cannot crit. Parrying |
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. | active |
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 |
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 successfully escorted the lost anorithil to the recall portal on level 4 of Old Forest. Escort: lost anorithil (level 4 of Old Forest)As a reward you improved talent Conversion (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 5 of Dreadfell. Escort: lost anorithil (level 5 of Dreadfell)As a reward you improved talent Biofeedback (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 8 of Dreadfell. Escort: lost anorithil (level 8 of Dreadfell)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved spell save by +4. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Daikara. Escort: temporal explorer (level 2 of Daikara)As a reward you improved Cunning by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Dreadfell. Escort: worried loremaster (level 2 of Dreadfell)As a reward you improved Willpower 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 huge ice dragon that dwelled there. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * 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 bound the transmogrification chest to the Fortress power system. * 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: 132. | 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. You have been shown a secret entrance to his stronghold. | 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 AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed mummified bone. * You've found the needed naga tongue. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed wretchling eyeball. * You've found the needed vial of squid ink. Agrimley the hermit has completed an elixir of serendipity without your aid. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed vial of greater demon bile. * You've found the needed sandworm tooth. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | Armadan the Morbussnake (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +4 Cun +3 Con dps ---------- S.pwr/crit +8 Melee Ret 12 nature ----- def ----- Armour +3 Fatigue +3% Resists +6% nature Phys.save +15 (+5 eff.) Spell.save +18 (+6 eff.) Mind.save +15 (+4 eff.) ---------- misc Vim/s.crit +5.00 A pair of boots made of leather. |
| Quiver | Kumanik (19/19, 31.5-44.1 power, 10 apr)3.0 T3 arrow ammo [Rare] Psionic Power 31.5 - 44.1 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit / acc Apr +10 Crit +2.0% Capacity 19 Ranged+ +4 acid +35 physical +8 mind On Hit.r1 +16 mind On Crit.r2 +20 acid On Hit: * 10% chance to knock the target back Arrows are used with bows to pierce your foes to death. |
| Light source | Jetblood1.0 T3 lite [Rare] Disrupt While equipped: Stats +3 Mag +2 Con ----- def ----- Resists +9% darkness +3% all Spell.save +8 (+3 eff.) ---------- misc Light +5 See.Invis +12 Telepathy Dragon Demon/Major Demon/Minor A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Tuharahor the Ebonyflash (2 def, 0 armour)2.0 T3 head armor [Rare] Psionic While equipped: Stats +3 Dex +6 Wil +5 Cun +3 Con ----- def ----- Defense +2 (+0 eff.) Resists +9% darkness Crit.dmg- 15.00% Mind.save +8 (+3 eff.) A pointy cloth hat, very wizardly... |
| On hands | brawler's hardened leather gloves of war-making (0 def, 2 armour)1.0 T3 hands armor [Ego++] Master While equipped: Stats +3 Str +4 Dex +4 Cun dps ---------- Phys.crit +10.0% Spell.crit +8% Mind.crit +9% Crit.mult +10.00% ----- def ----- Armour +2 Phys.save +6 (+2 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 20.5 - 22.6 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit / acc Acc +5 Apr +3 Crit +16.0% Atk.spd 100% On Hit: 10% Set Up 3 On Crit: 20% Cripple 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | yew totem of healing 'Eremerim' [power 155] (20 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: Stats +9 Wil dps ---------- Crit.mult +10.00% Dmg.mod +12% arcane Melee Ret 12 mind ----- def ----- Mind.save +36 (+10 eff.) ---------- misc Telepathy Demon/Minor Demon/Major Heal a target within range 7 (based on Willpower) for 155 Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | gold ring 'Gussra'0.1 T3 ring jewelry [Rare] Master While equipped: Stats +4 Str +2 Dex +3 Mag +2 Con ----- def ----- Armour +8 Resists +6% light Crit.dmg- 15.00% Spell.save +20 (+7 eff.) Die.at -40.00 life Silence- +30% Teleport- +10% Rings can have magical properties. |
| On fingers | Xariath the gold ring0.1 T3 ring jewelry [Rare] Master While equipped: Stats +2 Str +5 Dex +7 Cun ----- def ----- Armour +6 Defense +8 (+2 eff.) Spell.save +30 (+9 eff.) Stun/Frz- +20% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Telepathy Humanoid/Orc Rings can have magical properties. |
| Around neck | Glimmerbringer0.1 T5 amulet jewelry [Random Unique] Nature While equipped: Stats +8 Str +5 Dex dps ---------- Crit.mult +3.00% Melee Ret 8 light ----- def ----- Resists +6% physical Max.HP +30.00 ---------- misc Stam/turn +1.40 Amulets can have magical properties. |
| In main hand | Icy Kill (35-45.5 power, 10 apr)1.0 T4 dagger 1H weapon [Unique] Nature/Psionic Power 35.0 - 45.5 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +10 Crit +15.0% Atk.spd 100% Melee+ +30 cold On Crit: * freezes the target On Kill: * explodes a frozen creature (damage scales with willpower) While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +25% cold ----- def ----- Ice.pen +50% ---------- misc Hate/kill +4.00 As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
| Around waist | Velybeth the hardened leather belt1.0 T3 belt armor [Rare] Master While equipped: Stats +5 Dex +5 Cun +7 Lck dps ---------- Mind.crit +4% Crit.mult +10.00% Dmg.mod +12% mind ----- def ----- Stealth +8 Heal/summ +20 ---------- misc T.Disarm +10 Psi/ret +0.16 Hate/m.crit +4.00 Infravis +4 A belt that goes around your waist. |
| In off hand | Silent Blade (25-32.5 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 35% Cun, 55% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+4 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
| Cloak | Camadin (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +7 Wil +10 Cun +3 Con dps ---------- Res.pen +10% blight Melee Ret 12 blight ----- def ----- Defense +2 (+0 eff.) Heal/summ +20 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | troll-hide cured leather armour of Eyal (2 def, 4 armour)9.0 T2 light armor [Ego++] Nature While equipped: ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +7% Max.HP +76.00 HP.reg +4.10 Heal.mod +27% A suit of armour made of leather. |
Inventory
Primal Infusion (affinity 17%; cure magical, physical, mental)0.1 T3 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 17% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
movement infusion of the sneak (660% speed; 6 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 660% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of the Rift (310.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 310.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
wanderer's copper amulet0.1 T1 amulet jewelry [Ego+] Master While equipped: Stats +3 Dex +3 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -4% HP.reg +0.40 ---------- misc Stam/turn +0.30 Amulets can have magical properties. |
Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) HP.leech%% +15% HP.leech +30% You won the Ring of Blood trial, and this is your reward. |
Fogflash0.1 T3 ring jewelry [Rare] Master While equipped: Stats +5 Cun +6 Dex dps ---------- Dmg.mod +6% darkness Acc +7 (+3 eff.) ----- def ----- Armour +4 Crit.dmg- 15.00% Spell.save +30 (+9 eff.) Cut- +5% Confus- +10% Rings can have magical properties. |
Mardundur the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Acc +8 (+3 eff.) Apr +8 ----- def ----- Armour +4 Defense +8 (+2 eff.) Resists +6% temporal Phys.save +9 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.6 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
warrior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Rings can have magical properties. |
iron dagger 'Sunhunger' (16-20.8 power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Master Power 16.0 - 20.8 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% On Crit: * cripple the target While equipped: dps ---------- Phys.crit +5.0% On Hit (Melee): * 30% chance to blind ----- def ----- Armour +2 Resists +1% physical Sharp, short and deadly. |
thunderous dwarven-steel dagger (19.5-25.35 power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Nature Power 19.5 - 25.4 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% On Hit: * 8% chance to daze at end of turn While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +3 Cun +1 Con dps ---------- Res.pen +5% lightning Sharp, short and deadly. |
rough leather sling4.0 T1 sling 1H weapon [Normal] Acc+ +0.1% dam / acc Atk.spd 125% Range +6 Slings are used to hurl stones or metal shots at your foes. |
Staff of Absorption7.0 staff 2H weapon Reqs Mag 40 [Plot Item] Unknown Power 30.0 - 33.0 Arcane Uses 100% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 While equipped: dps ---------- Spell.crit +10% Spell.pwr +20 (+6 eff.) Acc +20 (+7 eff.) Absorb energies. Uses 1000 power out of 1000/1000 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
Mighty Girdle1.0 T2 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 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. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Unarmed combat: Power 7.0 - 7.7 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit / acc Apr +7 Crit +4.0% Atk.spd 100% Dmg.conv 40% item nature slow On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
5 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
55 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
6 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: 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. |
8 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe 'Durulach' (dig speed 28 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +5 Str ----- def ----- Armour +6 Fatigue -7% Resists +6% fire Mind.save +6 (+2 eff.) Die.at -40.00 life Teleport- +20% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
5 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
11 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 turquoise0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +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. |
survivor's brass lantern of clarity2.0 T1 lite [Ego] Nature/Psionic While equipped: ----- def ----- Phys.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Heal.mod +11% ---------- misc Light +2 See.Stealth +5 See.Invis +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Petrified Wood0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
12 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 256/400 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 Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
9 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Palooma the Cornac Rogue level 20
8th Regrowth 123rd year of Ascendancy at 07:46 see stats
Against all odds
Killed Ukruk in the ambush.By Palooma the Cornac Rogue level 33
15th Dusk 123rd year of Ascendancy at 12:32 see stats
Antimagic!
Completed antimagic training in the Ziguranth camp.By Palooma the Cornac Rogue level 18
38th Haze 122nd year of Ascendancy at 06:33 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Palooma the Cornac Rogue level 16
77th Dusk 122nd year of Ascendancy at 17:22 see stats
Exterminator
Killed 1000 creatures.By Palooma the Cornac Rogue level 18
34th Haze 122nd year of Ascendancy at 06:16 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Palooma the Cornac Rogue level 23
37th Regrowth 123rd year of Ascendancy at 14:54 see stats
Fear me not!
Survived the Fearscape!By Palooma the Cornac Rogue level 29
72nd Pyre 123rd year of Ascendancy at 07:56 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Palooma the Cornac Rogue level 20
8th Regrowth 123rd year of Ascendancy at 07:18 see stats
Level 10
Got a character to level 10.By Palooma the Cornac Rogue level 10
1st Summertide 122nd year of Ascendancy at 06:49 see stats
Level 20
Got a character to level 20.By Palooma the Cornac Rogue level 20
6th Regrowth 123rd year of Ascendancy at 18:09 see stats
Level 30
Got a character to level 30.By Palooma the Cornac Rogue level 30
2nd Mirth 123rd year of Ascendancy at 06:37 see stats
Lucky Girl
Saved Melinda again and invited her to the Fortress to cure her.By Palooma the Cornac Rogue level 29
68th Pyre 123rd year of Ascendancy at 23:54 see stats
Poisonous
Sided with the assassin lord.By Palooma the Cornac Rogue level 18
19th Haze 122nd year of Ascendancy at 04:59 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Palooma the Cornac Rogue level 26
45th Regrowth 123rd year of Ascendancy at 15:28 see stats
Size matters
Did over 600 damage in one attack.By Palooma the Cornac Rogue level 30
7th Dusk 123rd year of Ascendancy at 14:40 see stats
The Arena
Unlocked Arena mode.By Palooma the Cornac Rogue level 13
42nd Dusk 122nd year of Ascendancy at 06:55 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Palooma the Cornac Rogue level 20
8th Regrowth 123rd year of Ascendancy at 07:46 see stats
The Restless Dead
Disturbed an old battlefield and survived the consequences.By Palooma the Cornac Rogue level 24
38th Regrowth 123rd year of Ascendancy at 05:32 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Palooma the Cornac Rogue level 18
34th Haze 122nd year of Ascendancy at 06:16 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Palooma the Cornac Rogue level 31
11st Dusk 123rd year of Ascendancy at 12:47 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Palooma the Cornac Rogue level 24
38th Regrowth 123rd year of Ascendancy at 07:51 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Palooma the Cornac Rogue level 32
14th Dusk 123rd year of Ascendancy at 22:14 see stats
Log
Palooma receives 5 healing.
Orc archer's Shoot hits Palooma for (25 parried), 117 physical, 12 temporal, 10 darkness (139 total damage).
Orc archer's Shoot hits Palooma for (25 parried), 81 physical (81 total damage).
Orc archer shoots!
Orc archer shoots!
Palooma is invigorated by the attack!
Palooma is invigorated by the attack!
Palooma is invigorated by the attack!
Orc archer's Shoot hits Palooma for 138 physical, 16 nature, 14 temporal, 9 darkness (176 total damage).
Palooma shrugs off the effect 'Armor Corroded'!
Palooma's mind surges with critical power!
Palooma is invigorated by the attack!
Palooma is invigorated by the attack!
Orc archer shoots!
Orc archer's Shoot hits Palooma for 119 physical damage.
Orc archer's Shoot hits Palooma for 176 physical, 12 temporal, 10 darkness (198 total damage).
Orc archer shoots!
Palooma receives 5 healing.
Orc archer shoots!
Palooma is invigorated by the attack!
Palooma is invigorated by the attack!
Palooma's mind surges with critical power!
Palooma is invigorated by the attack!
Orc archer's Shoot misses Palooma.
Orc archer's Shoot hits Palooma for (23 parried), 110 physical, 16 nature, 14 temporal, 9 darkness (149 total damage).
Palooma uses Venomous Throw.
Orc archer roars triumphantly.
Saving game...














































































































