











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Madness Adventure |
| Sex | Female |
| Race | Shalore |
| Class | Adventurer |
| Level / Exp | 18 / 20% |
| Size | medium |
| Lifes / Deaths | Killed by war hound at level 14 on the 68th Dusk 122nd year of Ascendancy at 17:35 0 / 5Killed by war hound at level 15 on the 77th Dusk 122nd year of Ascendancy at 06:49 Killed by Voritta the luminous horror at level 18 on the 9th Haze 122nd year of Ascendancy at 10:53 Killed by Belywen the xaren at level 18 on the 17th Haze 122nd year of Ascendancy at 05:34 Killed by Belywen the xaren at level 18 on the 17th Haze 122nd year of Ascendancy at 07:36 |
Primary Stats
| Strength | 16 (base 14) |
| Dexterity | 35 (base 30) |
| Constitution | 17 (base 12) |
| Magic | 54 (base 46) |
| Willpower | 21 (base 12) |
| Cunning | 21 (base 12) |
Resources
| Mana | 283/283 |
| Life | 455/455 |
| Positive | 101/101 |
| Stamina | 178/178 |
| Paradox | 300 |
| Healing Factor | 1.0629415192739 |
| Regeneration | 0.26573537981848 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 4 |
| See Stealth | 11.563277751755 |
| See Invisible | 11.563277751755 |
Offense: Mainhand
| Damage | 63 |
| Accuracy | 51 |
| Crit Chance | 34% |
| APR | 25 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 25 |
| Accuracy | 51 |
| Crit Chance | 27% |
| APR | 15 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 44 |
| Crit Chance | 25% |
| Speed | 1 |
| Cooldown Reduction | 4.1633363423443E-15 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +17% |
| Blight | +12% |
| Arcane | +14% |
| Cold | +28% |
| All | +7% |
| Darkness | +13% |
| Light | +13% |
| Temporal | +12% |
| Lightning | +12% |
| Fire | +12% |
| Nature | +13% |
Offense: Damage Penetration
| Mind | +5% |
| Acid | +6% |
| Light | +5% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 17 (35.65183292883%) |
| Defense | 48 |
| Ranged Defense | 48 |
| Fatigue | 0 |
| Physical Save | 28 |
| Spell Save | 28 |
| Mental Save | 26 |
Defense: Resistances
| Lightning | + 14%( 70%) |
| Nature | + 14%( 70%) |
| Temporal | + 14%( 70%) |
| Blight | + 20%( 70%) |
| Arcane | + 14%( 70%) |
| Cold | + 26%( 70%) |
| All | + 9%( 70%) |
Defense: Immunities
| Silence Resistance | 21% |
| Bleed Resistance | 0% |
| Confusion Resistance | 20% |
| Instadeath Resistance | 100% |
| Poison Resistance | 13% |
| Disarm Resistance | 43% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 328 damage for 4 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 574 damage for 6 turns. Its effects scale with your Magic stat. |
Class Talents
| Cunning / Shadow magic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Reaving combat | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Sun | 1.00 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Temporal Guardian | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Meta | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| Chronomancy / Blade Threading | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Chronomancy / Spacetime Weaving | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Celestial / Chants | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
| 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 | Increases defense by 10. Mobile Defense |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You 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 failed to protect the injured seer from death by wolf. Escort: injured seer (level 1 of Daikara) | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus 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 minotaur nose. * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * You've found the needed warg claw. | 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 |
Equipment
| On feet | Camindil the pair of iron boots (0 def, 7 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +3.0% Physical power: +3 (+1 eff.) Armour: +7 Fatigue: +2% Changes resistances: +6% blight / +3% lightning Spell save: +3 (+1 eff.) Confusion immunity: +20% Maximum life: +20.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Holin the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +10 (+4 eff.) Physical power: +15 (+5 eff.) Armour: +4 Changes stats: +2 Con Light radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Eilinunor the Growthglamour (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 10% chance to slow global speed by 41% * 20% chance to reduce all saves and defense by 16 Damage when hit (Melee): 2 mind / 6 lightning Changes resistances: +3% lightning Changes resistances penetration: +5% mind Psi each turn: +0.10 Mindpower: +3 (+1 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
| On hands | Lightreeve (0 def, 2 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Physical crit. chance: +8.0% Armour: +2 Fatigue: +3% Changes stats: +3 Str / +3 Wil / +2 Cun / +3 Con Changes resistances penetration: +5% light Talent mastery: +0.20 Technique / Grappling Critical mult.: +7.00% Physical save: +5 (+3 eff.) Mental save: +8 (+4 eff.) Disarm immunity: +43% Hate when firing a critical mind attack: +3.00 Spell crit. chance: +7% Mental crit. chance: +9% When used to modify unarmed attacks: Power: 127% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +7 Armour Penetration: +9 Crit. chance: +12.0% Attack speed: 83% When this weapon hits: Disarm (10% chance level 3). When this weapon hits: Perfect Control (10% chance level 3). When this weapon crits: Cripple (20% chance level 3). Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Gyyon [power 105] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Armour: +4 Mental save: +3 (+1 eff.) Cut immunity: +20% Stamina each turn: +3.00 Damage Shield penetration: +30% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to fire a magical bolt dealing 134 cold damage Activation puts all charms on cooldown for 15 turns. When used: * Reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | savior's copper ring of arcana (+0.10/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +8 (+4 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Silence immunity: +21% Mana each turn: +0.10 Rings make your fingers look great! |
| On fingers | treant's copper ring of pilferingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +9 Defense: +8 (+3 eff.) Changes resistances: +6% nature / +6% blight Poison immunity: +13% Disease immunity: +12% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% 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 make your fingers look great! |
| Around neck | archmage's copper amulet of the eclipsePowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 6 light / 7 darkness Effects when hit in melee: * 7% chance to reduce damage dealt by 14% * 6% chance to blind Changes stats: +2 Mag Changes damage: +5% acid / +6% light / +5% fire / +5% cold / +5% lightning / +6% darkness Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Amulets make your neck look great! |
| In main hand | Corpathus (150% power, 12 apr)Requires: - Magic 40 Crafted by a master Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 150% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * grows in power On weapon kill: * grows dramatically in power Damage (Melee): +18 draining blight When wielded/worn: Changes damage: +5% blight Critical mult.: +8.00% Cut immunity: -25% Maximum vim: +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
| Around waist | RainveinCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +1 Str / +4 Dex / +1 Mag / +6 Cun / +6 Lck Changes damage: +3% cold Trap disarming bonus: +8 Stealth bonus: +6 Light radius: +3 Infravision radius: +4 A belt that goes around your waist. |
| In off hand | elemental iron longsword of paradox (105% power, 2 apr)Requires: - Magic 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 106% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 76 acid damage (1/turn) Damage (Melee): +5 temporal When wielded/worn: Changes resistances: +6% temporal Changes resistances penetration: +6% acid Changes damage: +5% acid Sharp, long, and deadly. |
| Cloak | Betalle the linen cloak (27 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Defense: +27 (+9 eff.) Changes resistances: +5% arcane Physical save: +12 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Swampclash (0 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 41% Damage when hit (Melee): 6 nature Changes stats: +3 Mag / +3 Wil Changes resistances: +19% cold / +9% all Changes resistances penetration: +15% nature Changes damage: +5% temporal / +6% nature / +13% cold / +7% arcane / +7% all Maximum mana: +26.00 Spellpower: +15 (+5 eff.) Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
shielding rune of the wizard (absorb 320; dur 3; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 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 320 damage for 3 turns. Its effects scale with your Magic 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 spell talent. |
Poradhena the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +11% temporal Changes resistances penetration: +10% mind Mental save: +3 (+1 eff.) Pinning immunity: +21% Knockback immunity: +22% Mindpower: +10 (+5 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Amulets make your neck look great! |
copper amulet of strength (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str Amulets make your neck look great! |
restful copper amulet of cunning (+3)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Cun Life regen: +2.00 Amulets make your neck look great! |
warrior's copper amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +6% physical Stamina each turn: +0.30 Amulets make your neck look great! |
wizard's copper ring of tenacityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+3 eff.) Disarm immunity: +20% Pinning immunity: +20% Knockback immunity: +21% Maximum life: +21.00 Rings make your fingers look great! |
Unerring Scalpel (111% power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Power: 111% Range: 1.3x Uses stats: 55% Dex, 45% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +25 Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+7 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
enhanced steel dagger of massacre (115% power, 6 apr)Requires: - Dexterity 16 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 115% Range: 1.3x Uses stats: 50% Dex, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Str / +4 Dex / +5 Mag / +4 Wil / +3 Cun / +4 Con Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.Shockmire Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Power: 66% Range: 1.1x Uses stat: 0% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 Damage (radius 1) on hit: +4 fire When wielded/worn: Accuracy: +11 (+4 eff.) Physical crit. chance: +5.0% Changes stats: +3 Mag Changes resistances: +12% fire Changes resistances penetration: +20% lightning Changes damage: +3% lightning Light radius: +3 Longbows are used to shoot arrows at your foes. |
elm longbow 'Fogrigor'Requires: - Dexterity 11 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Power: 66% Range: 1.1x Uses stat: 0% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +6 On weapon hit: * 20% chance to slow global speed by 41% Damage (Ranged): +12 darkness When wielded/worn: Changes stats: +9 Con / +9 Wil Changes resistances: +3% darkness Changes damage: +3% darkness / +3% cold Maximum life: +26.00 Longbows are used to shoot arrows at your foes. |
steel longsword 'Snowstake' (120% power, 3 apr) =cripple=Requires: - Magic 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Power: 121% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 76 damage On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 1) on hit: +4 acid When wielded/worn: Physical crit. chance: +6.0% Effects on melee hit: * 20% chance to reduce armor by 33% Damage when hit (Melee): 4 cold Changes resistances: +3% cold Sharp, long, and deadly. |
Ravenripper the hardened leather beltPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Defense: +11 (+4 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 14% Changes resistances: +3% temporal / +5% light / +9% darkness Changes resistances penetration: +5% temporal Changes damage: +3% temporal Stealth bonus: +7 Mental save: +7 (+3 eff.) Spellpower: +5 (+2 eff.) A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.rough leather belt 1.00 Encumbrance. Type: armor / belt ; tier 1 A belt that goes around your waist. |
Duskpulverizer the linen cloak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +20 (+7 eff.) Defense: +1 (+0 eff.) Changes stats: +3 Str / +3 Dex / +2 Cun Changes resistances: +3% physical Changes damage: +6% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Hanelen' (1 def, 0 armour) =die at=Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Wil Critical mult.: +10.00% Physical save: +5 (+3 eff.) Mental save: +6 (+3 eff.) Poison immunity: +10% Disease immunity: +20% Only die when reaching: -50.00 life Mindpower: +15 (+7 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Iceburst' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 10% chance to slow global speed by 41% Changes resistances penetration: +25% cold Changes damage: +12% cold Maximum life: +32.00 Light radius: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen robe 'Glowpain' (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +5 Str / +1 Dex Changes resistances: +18% lightning / +7% all Changes damage: +12% lightning / +3% light Light radius: +2 Infravision radius: +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.woollen robe 'Glinne' (0 def, 4 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Accuracy: +15 (+5 eff.) Physical crit. chance: +7.0% Armour: +4 Changes stats: +2 Str / +5 Mag / +5 Wil Changes resistances: +9% all Mana each turn: +0.10 Psi each turn: +0.16 Maximum stamina: +30.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rough leather gloves 'Swampreign' (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +12 (+4 eff.) Armour: +1 Effects on melee hit: * 10% chance to slow global speed by 41% Changes stats: +3 Dex Changes resistances: +3% darkness Changes resistances penetration: +10% nature Reduces incoming crit damage: 15.00% When used to modify unarmed attacks: Power: 97% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +5 Armour Penetration: +1 Crit. chance: +5.0% Attack speed: 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Arcswift the rough leather cap (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Con Changes resistances: +6% lightning / +3% mind Changes resistances penetration: +5% lightning Changes damage: +6% mind A cap made of leather. |
Blazebutcher (0 def, 1 armour) =die at=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +15 (+5 eff.) Armour penetration: +4 Armour: +1 Fatigue: +1% Changes stats: +2 Cun / +4 Dex Changes damage: +9% lightning Only die when reaching: -80.00 life A cap made of leather. |
Duathelrace (15 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Defense: +15 (+5 eff.) Fatigue: +5% Changes stats: +3 Str Changes resistances penetration: +15% darkness / +15% arcane Reduces incoming crit damage: 10.00% Pinning immunity: +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.iron helm (0 def, 3 armour) Requires: - Heavy armour training 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Xerekira' (0 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 23 Changes stats: +3 Cun / +3 Wil Changes resistances: +3% temporal Spell save: +3 (+1 eff.) Silence immunity: +20% Life regen: +2.00 Mindpower: +3 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Frozenwilter' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 10% chance to reduce all saves and defense by 16 Damage when hit (Melee): 6 cold Changes resistances: +12% cold Changes damage: +3% cold Physical save: +11 (+6 eff.) A cap made of leather. |
Ce'Nyssra (2 def, 6 armour)Requires: - Heavy armour training - Strength 20 Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +3 Cun / +4 Wil Changes resistances: +17% acid Changes damage: +3% acid Mental save: +11 (+5 eff.) Life regen: +3.00 Maximum life: +22.00 Light radius: +2 Infravision radius: +1 See invisible: +3 Healing mod.: +10% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.Rainwalker the steel mail armour (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Damage when hit (Melee): 4 cold Changes resistances: +9% blight / +9% temporal / +6% mind / +5% arcane Changes damage: +12% cold Mental save: +12 (+6 eff.) A suit of armour made of mail. |
troll-hide rough leather armour (3 def, 2 armour)Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% Life regen: +4.40 Maximum life: +32.00 Healing mod.: +11% A suit of armour made of leather. |
4 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. |
Mayora the Blazevenom (dig speed 19 turns) =25% light pen=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes stats: +1 Str Changes resistances: +6% acid / +6% fire / +6% darkness / +6% temporal Changes resistances penetration: +25% light Spell save: +12 (+6 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(71 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
brass lantern 'Emelubreta'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical power: +15 (+5 eff.) Changes stats: +3 Str Changes resistances penetration: +5% mind Critical mult.: +5.00% Physical save: +6 (+3 eff.) Stamina each turn: +3.00 Light radius: +3 Healing mod.: +12% 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. |
Eye of the Dreaming One =ACT / SLEEP=Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 6 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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 gale force [power 100] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 107 physical damage Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
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. |
powerful elm wand of shielding [power 110] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Increase all damage by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 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. |
Achievements
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By Sillera the Shalore Adventurer level 10
13rd Dusk 122nd year of Ascendancy at 22:39 see stats
The Arena (Madness (Adventure) difficulty)
Unlocked Arena mode.By Sillera the Shalore Adventurer level 15
72nd Dusk 122nd year of Ascendancy at 06:06 see stats
The secret city (Madness (Adventure) difficulty)
Discovered the truth about mages.By Sillera the Shalore Adventurer level 11
16th Dusk 122nd year of Ascendancy at 22:56 see stats
Treasure Hunter (Madness (Adventure) difficulty)
Amassed 1000 gold pieces.By Sillera the Shalore Adventurer level 17
1st Time of Equilibrium 122nd year of Ascendancy at 20:06 see stats















































































