Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
|
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Halfling |
Class | Rogue |
Level / Exp | 45 / 54% |
Size | small |
Lifes / Deaths | Killed by Siloth the elven guard at level 6 on the 4th Mirth 122nd year of Ascendancy at 03:09 5 / 2Killed by Gloryvea the ninurlhing at level 30 on the 29th Pyre 123rd year of Ascendancy at 09:28 |
Antimagic | Follower |
Primary Stats
Strength | 27 (base 23) |
Dexterity | 81 (base 66) |
Constitution | 27 (base 15) |
Magic | 18 (base 12) |
Willpower | 51 (base 35) |
Cunning | 80 (base 60) |
Resources
Life | 1335/1335 |
Stamina | 335/352 |
Equilibrium | 15 |
Healing Factor | 1.5894416243657 |
Regeneration | 4.5299086294407 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 45.575238763606 |
See Invisible | 45.575238763606 |
Offense: Mainhand
Damage | 101 |
Accuracy | 67 |
Crit Chance | 44% |
APR | 31 |
Speed | 1.00 |
Offense: Offhand
Damage | 77 |
Accuracy | 67 |
Crit Chance | 49% |
APR | 32 |
Speed | 1.00 |
Offense: Spell
Spellpower | 0 |
Crit Chance | 27% |
Speed | 1 |
Offense: Mind
Mindpower | 45 |
Crit Chance | 27% |
Speed | 1 |
Offense: Damage Bonus
Physical | +19% |
Cold | +25% |
All | 0% |
Offense: Damage Penetration
Physical | +18% |
All | +8% |
Defense: Base
Armour (hardiness) | 41 (64.692942254812%) |
Defense | 71 |
Ranged Defense | 71 |
Fatigue | 0 |
Physical Save | 48 |
Spell Save | 52 |
Mental Save | 55 |
Defense: Resistances
Physical | + 34%( 70%) |
Light | + 16%( 70%) |
Cold | + 7%( 70%) |
Blight | + 26%( 70%) |
Arcane | + 26%( 70%) |
Fire | + 40%( 70%) |
All | + 7%( 70%) |
Defense: Immunities
Disarm Resistance | 69% |
Stun Resistance | 30% |
Instadeath Resistance | 100% |
Knockback Resistance | 30% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 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 28% for 8 turns. Also removes cross-tier effects of the affected types for free. |
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 mental effect and reduce all damage taken by 26% for 6 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 431 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
Cunning / Stealth | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 4/5 |
Technique / Duelist | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 3/5 |
| 4/5 |
| 2/5 |
| 4/5 |
Technique / Throwing knives | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Assassination | 1.30 |
| 2/5 |
| 2/5 |
| 4/5 |
| 4/5 |
Cunning / Artifice | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Cunning / Poisons | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Cunning / Survival | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 0/5 |
| 4/5 |
| 3/5 |
| 0/5 |
| 5/5 |
Wild-gift / Antimagic | 1.10 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 2/5 |
| 3/5 |
| 3/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Wild Growth |
talent | Trained Reactions |
beneficial effect | The target filled with the spirit of the bunnies! This looks very very cute! Also whenever you deal damage you have 5% chances to turn into a vorpal bunny, increasing your critical chance by %10. Bunnyficated! |
detrimental effect | Zone-wide effect: +20 defense, +20 all saves, -20 spell power. Disciplined Aura |
beneficial effect | Improves senses, allowing the detection of unseen things. Sensing |
beneficial effect | Parrying melee and ranged attacks: Has a 64% chance to deflect up to 25 damage from the next 2.8 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. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 4 of Dreadfell. Escort: injured seer (level 4 of Dreadfell)As a reward you improved mental save by +4. | done |
You failed to protect the injured seer from death by skeleton assassin. Escort: injured seer (level 6 of Dreadfell) | failed |
You successfully escorted the injured seer to the recall portal on level 7 of Dreadfell. Escort: injured seer (level 7 of Dreadfell)As a reward you improved mental save by +4. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved spell save by +4. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost anorithil (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved spell save by +4. | done |
You failed to protect the lost warrior from death by orc archer. Escort: lost warrior (level 1 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Scintillating Caves. Escort: repented thief (level 3 of Scintillating Caves)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 8 of Dreadfell. Escort: repented thief (level 8 of Dreadfell)As a reward you improved talent Device Mastery (+1 level(s)). | 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
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 Shardskin. * 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 |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished 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 unlocked the training room. * You have unlocked the hall of reflections. * 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: 706. | 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 |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Stire of Derth. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Stire of Derth in creating an elixir of avoidance. Stire of Derth has completed an elixir of precision without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of foundations. | done |
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 failed to protect her when escorting her out of the crypt. | failed |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * Grushnak Pride, near a small mountain range in the north west. * You have destroyed Gorbat. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | 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! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | wanderer's pair of drakeskin leather boots of evasion (14 def, 5 armour) wanderer's pair of drakeskin leather boots of evasion (14 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +14 (+3 eff.) Fatigue: +5% Changes stats: +5 Cun / +3 Con Physical save: +17 (+6 eff.) Mental save: +12 (+4 eff.) Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 20 cooldown : Effective talent level: 2.6 Power cost: 20 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 34% chance to evade melee and ranged attacks and 29 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Light source | piercing dwarven lantern of health piercing dwarven lantern of healthInfused by nature Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +7 Changes resistances penetration: +8% all Maximum life: +80.00 Light radius: +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | defender's drakeskin leather cap of the bounder (8 def, 12 armour) defender's drakeskin leather cap of the bounder (8 def, 12 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +12 Defense: +8 (+2 eff.) Fatigue: +5% Changes stats: +7 Str / +6 Dex Changes resistances: +3% all Physical save: +10 (+3 eff.) A cap made of leather. This object's appearance was changed to ???. |
On hands | Gloves of the Firm Hand (0 def, 8 armour) Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% When used to modify unarmed attacks: Base power: 19.0 - 20.9 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Clinch (20% chance level 3). When this weapon hits: Maim (10% chance level 3). When this weapon hits: Take Down (10% chance level 3). These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Tool | The Guardian's Totem The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 18 nature slow Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+7 eff.) Mindpower: +8 (+2 eff.) It can be used to call forth an immobile antimagic pillar for 15 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.), costing 24 power out of 35/35. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
On fingers | savage's voratun ring of pilfering savage's voratun ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +11 Defense: +9 (+2 eff.) Changes stats: +4 Con Spell save: +16 (+6 eff.) Maximum stamina: +28.00 It can be used to activate talent Disengage, placing all other charms into a 7 cooldown : Effective talent level: 2.6 Power cost: 7 out of 10/10. Range: 7 Travel Speed: 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. |
On fingers | savior's voratun ring of life savior's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical save: +17 (+6 eff.) Spell save: +7 (+3 eff.) Mental save: +17 (+5 eff.) Life regen: +1.40 Maximum life: +84.00 Healing mod.: +16% Rings can have magical properties. |
Around neck | serendipitous steel amulet serendipitous steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +6 (+1 eff.) Changes stats: +7 Lck Reduce all damage from unseen attackers: 11% Amulets can have magical properties. |
In main hand | balanced voratun dagger of projection (36-46.8 power, 9 apr) balanced voratun dagger of projection (36-46.8 power, 9 apr)Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 36.0 - 46.8 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) When wielded/worn: Accuracy: +8 (+2 eff.) Defense: +10 (+2 eff.) Disarm immunity: +29% Sharp, short and deadly. This object's appearance was changed to Icy Kill. |
Around waist | ravager's drakeskin leather belt of recklessness ravager's drakeskin leather belt of recklessnessCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Changes resistances penetration: +10% physical Changes damage: +19% physical Critical mult.: +10.00% A belt that goes around your waist. |
In off hand | Icy Kill (35-45.5 power, 10 apr) Icy Kill (35-45.5 power, 10 apr)Requires: - Dexterity 42 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +15.0% Attack speed: 100% On weapon crit: * freezes the target On weapon kill: * explodes a frozen creature (damage scales with willpower) Damage (Melee): +30 cold When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes damage: +25% cold Hate per kill: +4.00 Ice block penetration: +50% 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. This object's appearance was changed to Icy Kill. |
Cloak | resilient elven-silk cloak of fog (8 def, 0 armour) resilient elven-silk cloak of fog (8 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +8 (+2 eff.) Changes resistances: +10% light / +19% fire Stealth bonus: +9 Maximum life: +45.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to elven-silk cloak. |
Main armor | volcanic drakeskin leather armour of Eyal (5 def, 16 armour) volcanic drakeskin leather armour of Eyal (5 def, 16 armour)Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +16 Defense: +5 (+1 eff.) Fatigue: +8% Damage (Melee): 9 fire Damage (Ranged): 7 fire Changes resistances: +16% fire / +29% physical Life regen: +1.20 Maximum life: +67.00 Healing mod.: +30% A suit of armour made of leather. |
Inventory
This item will automatically be transmogrified when you leave the level. phase door rune of the duelist (range 16; power 43; dur 6)phase door rune of the duelist (range 16; power 43; dur 6) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 16. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 43%, your defense is increased by 43 and all your resistances by 43%. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 7 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
titan's gold ring of pilfering titan's gold ring of pilferingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +7 Defense: +10 (+2 eff.) Changes stats: +3 Con Physical save: +6 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 7 cooldown : Effective talent level: 2.6 Power cost: 7 out of 10/10. Range: 7 Travel Speed: 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. |
This item will automatically be transmogrified when you leave the level. arcing voratun greatsword of paradox (61.5-98.4 power, 4 apr)arcing voratun greatsword of paradox (61.5-98.4 power, 4 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.5 - 98.4 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +16 lightning / +17 temporal When wielded/worn: Damage when hit (Melee): 28 temporal Changes resistances: +24% temporal Massive two-handed swords. |
wanderer's pair of hardened leather boots of evasion (14 def, 3 armour) wanderer's pair of hardened leather boots of evasion (14 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +14 (+3 eff.) Fatigue: +3% Changes stats: +4 Cun / +2 Con Physical save: +15 (+5 eff.) Mental save: +13 (+4 eff.) Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 20 cooldown : Effective talent level: 3.9 Power cost: 20 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 35% chance to evade melee and ranged attacks and 39 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. augmenting elven-silk wizard hat of the Brotherhood (3 def, 0 armour)augmenting elven-silk wizard hat of the Brotherhood (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +3 Mag / +7 Con Changes damage: +8% acid / +8% lightning / +7% fire / +25% arcane / +3% cold Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 7 cooldown : Effective talent level: 5.0 Power cost: 7 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
duelist's drakeskin leather armour of the deep (10 def, 20 armour) duelist's drakeskin leather armour of the deep (10 def, 20 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +20 Defense: +10 (+2 eff.) Fatigue: +8% Changes stats: +5 Cun / +7 Dex Changes resistances: +11% acid / +10% cold Allows you to breathe in: water A suit of armour made of leather. |
70 alchemist agate 70 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. |
dream-smith's voratun pickaxe (dig speed 11 turns) dream-smith's voratun pickaxe (dig speed 11 turns)Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Changes damage: +10% mind / +9% fire Mental save: +11 (+3 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
jade 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. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Corrupted heart of the Sandworm Queen Corrupted heart of the Sandworm QueenPowered by arcane forces 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body and corrupted in the mark of the spellblaze altar. You could ... consume it, should you feel mad enough. |
This item will automatically be transmogrified when you leave the level. GunygabersGunygabers Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Changes stats: +3 Cun Changes damage: +18% mind Critical mult.: +6.00% Physical save: +15 (+5 eff.) Equilibrium when hit: +0.12 Maximum hate: +8.00 Maximum psi: +40.00 Light radius: +4 Healing mod.: +30% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
7 bloodstone 7 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 fire opal 4 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 ruby 5 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2) 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 134 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
overpowered voratun torque of kinetic psionic shield [power 197] (20 cooldown) overpowered voratun torque of kinetic psionic shield [power 197] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 197 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
supercharged stralite torque of charged psionic shield [power 149] (17 cooldown) supercharged stralite torque of charged psionic shield [power 149] (17 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 149 for 7 turns, putting all charms on cooldown for 17 turns. Torques are made by powerful psionics to store psionic powers. |
Honeywood Chalice Honeywood ChaliceInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+3 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
elven-wood totem of healing [power 210] (14 cooldown) elven-wood totem of healing [power 210] (14 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to heal a target within range 8 (based on Willpower) for 210, putting all charms on cooldown for 14 turns. Natural totems are made by powerful wilders to store nature power. |
webbed dragonbone totem of healing [power 240] (14 cooldown) webbed dragonbone totem of healing [power 240] (14 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Talent cooldown: Lay Web (-1 turn) Talent granted: +3 Lay Web It can be used to heal a target within range 8 (based on Willpower) for 240, putting all charms on cooldown for 14 turns. Natural totems are made by powerful wilders to store nature power. |
4 diamond 4 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 moonstone 5 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 pearl 10 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
quartz 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. |
2 amber 2 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Eltharim the Halfling Rogue level 27
75th Regrowth 123rd year of Ascendancy at 02:42 see stats
By Eltharim the Halfling Rogue level 42
2nd Wintertide 124th year of Ascendancy at 18:03 see stats
By Eltharim the Halfling Rogue level 26
8th Regrowth 123rd year of Ascendancy at 14:08 see stats
By Eltharim the Halfling Rogue level 17
78th Dusk 122nd year of Ascendancy at 18:20 see stats
By Eltharim the Halfling Rogue level 31
30th Pyre 123rd year of Ascendancy at 07:47 see stats
By Eltharim the Halfling Rogue level 37
7th Haze 123rd year of Ascendancy at 23:10 see stats
By Eltharim the Halfling Rogue level 30
26th Pyre 123rd year of Ascendancy at 15:15 see stats
By Eltharim the Halfling Rogue level 15
35th Dusk 122nd year of Ascendancy at 00:45 see stats
By Eltharim the Halfling Rogue level 29
2nd Pyre 123rd year of Ascendancy at 13:00 see stats
By Eltharim the Halfling Rogue level 34
27th Dusk 123rd year of Ascendancy at 12:47 see stats
By Eltharim the Halfling Rogue level 40
58th Haze 123rd year of Ascendancy at 03:05 see stats
By Eltharim the Halfling Rogue level 18
14th Haze 122nd year of Ascendancy at 20:03 see stats
By Eltharim the Halfling Rogue level 20
26th Haze 122nd year of Ascendancy at 19:57 see stats
By Eltharim the Halfling Rogue level 17
8th Haze 122nd year of Ascendancy at 02:21 see stats
By Eltharim the Halfling Rogue level 33
9th Dusk 123rd year of Ascendancy at 10:18 see stats
By Eltharim the Halfling Rogue level 27
55th Regrowth 123rd year of Ascendancy at 13:09 see stats
By Eltharim the Halfling Rogue level 10
2nd Flare 122nd year of Ascendancy at 02:16 see stats
By Eltharim the Halfling Rogue level 20
18th Haze 122nd year of Ascendancy at 00:24 see stats
By Eltharim the Halfling Rogue level 30
23rd Pyre 123rd year of Ascendancy at 04:02 see stats
By Eltharim the Halfling Rogue level 40
49th Haze 123rd year of Ascendancy at 00:54 see stats
By Eltharim the Halfling Rogue level 33
1st Dusk 123rd year of Ascendancy at 20:59 see stats
By Eltharim the Halfling Rogue level 21
69th Haze 122nd year of Ascendancy at 15:33 see stats
By Eltharim the Halfling Rogue level 44
10th Regrowth 124th year of Ascendancy at 12:35 see stats
By Eltharim the Halfling Rogue level 30
27th Pyre 123rd year of Ascendancy at 13:49 see stats
By Eltharim the Halfling Rogue level 29
23rd Pyre 123rd year of Ascendancy at 03:55 see stats
By Eltharim the Halfling Rogue level 9
1st Flare 122nd year of Ascendancy at 02:00 see stats
By Eltharim the Halfling Rogue level 16
68th Dusk 122nd year of Ascendancy at 22:52 see stats
By Eltharim the Halfling Rogue level 32
78th Pyre 123rd year of Ascendancy at 03:50 see stats
By Eltharim the Halfling Rogue level 15
39th Dusk 122nd year of Ascendancy at 20:53 see stats
By Eltharim the Halfling Rogue level 29
2nd Pyre 123rd year of Ascendancy at 06:02 see stats
By Eltharim the Halfling Rogue level 21
27th Haze 122nd year of Ascendancy at 18:05 see stats
By Eltharim the Halfling Rogue level 25
8th Regrowth 123rd year of Ascendancy at 08:42 see stats
Log
Eltharim performs a melee critical strike against White wolf!
Eltharim performs a melee critical strike against White wolf!
White wolf is free from the ice.
White wolf hits Iceblock for 17 cold, 17 cold, 17 cold (48 total damage).
Eltharim hits White wolf for (28 to ice), 110 physical, (3 to ice), 11 fire, (30 to ice), 118 physical, (3 to ice), 11 fire, (40 to ice), 158 physical, (1 to ice), 2 cold, (3 to ice), 11 fire (422 total damage).
White wolf howls
Eltharim's mind surges with critical power!
Eltharim is invigorated by the attack!
Eltharim is invigorated by the attack!
White wolf hits Eltharim for 15 cold, 12 cold (27 total damage).
Eltharim hits White wolf for 136 physical, 14 fire, 94 physical (243 total damage).
Eltharim killed White wolf!
Eltharim power has recovered.
Eltharim picks up (f.): arcing voratun greatsword of paradox (61.5-98.4 power, 4 apr).
Talent Hidden Blades is ready to use.
Talent Stealth is ready to use.
Talent Windblade is ready to use.
Eltharim is no longer attuned.
There is a ladder to the next level here (press '' or right click to use).
Ran for 5 turns (stop reason: interesting terrain).
Eltharim uses Track.
Eltharim deactivates Wild Growth.
Eltharim deactivates Trained Reactions.