Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Items Vault 1.6.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Cornac |
Class | Rogue |
Level / Exp | 23 / 53% |
Size | medium |
Lifes / Deaths | Killed by Geta the wolf at level 23 on the 41st Haze 122nd year of Ascendancy at 15:07 / 1 |
Primary Stats
Strength | 13 (base 11) |
Dexterity | 48 (base 44) |
Constitution | 17 (base 10) |
Magic | 10 (base 10) |
Willpower | 10 (base 10) |
Cunning | 65 (base 53) |
Resources
Life | -111/694 |
Stamina | 90/172 |
Healing Factor | 1.2861497326203 |
Regeneration | 7.7812058823529 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +64.935064935065% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 41.953054360378 |
See Invisible | 41.953054360378 |
Offense: Mainhand
Damage | 57 |
Accuracy | 45 |
Crit Chance | 25% |
APR | 25 |
Speed | 1.00 |
Offense: Offhand
Damage | 11 |
Accuracy | 28 |
Crit Chance | 32% |
APR | 15 |
Speed | 1.00 |
Offense: Spell
Spellpower | 15 |
Crit Chance | 18% |
Speed | 1 |
Offense: Mind
Mindpower | 28 |
Crit Chance | 20% |
Speed | 1 |
Offense: Damage Bonus
Acid | +3% |
Light | +10% |
Nature | +37% |
Cold | +9% |
Mind | +9% |
Fire | +6% |
All | 0% |
Offense: Damage Penetration
Blight | +10% |
Cold | +10% |
Mind | +5% |
Nature | +15% |
Defense: Base
Armour (hardiness) | -5.1252543294985 (57.811550151976%) |
Defense | 49 |
Ranged Defense | 49 |
Fatigue | 0 |
Physical Save | 19 |
Spell Save | 14 |
Mental Save | 29 |
Defense: Resistances
Acid | + 37%( 70%) |
Blight | + 37%( 70%) |
Cold | + 37%( 70%) |
All | + 33%( 70%) |
Darkness | + 41%( 70%) |
Light | + 53%( 70%) |
Temporal | + 35%( 70%) |
Mind | + 37%( 70%) |
Fire | + 37%( 70%) |
Nature | + 64%( 70%) |
Defense: Immunities
Stun Resistance | 22% |
Bleed Resistance | 10% |
Instadeath Resistance | 100% |
Poison Resistance | 73% |
Knockback Resistance | 40% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 352 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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 26% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 170 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 596% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
Cunning / Artifice | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.49 |
| 5/5 |
| 4/5 |
| 1/5 |
| 2/5 |
Technique / Duelist | 1.49 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Cunning / Poisons | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 5/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Cunning / Scoundrel | 1.30 |
| 2/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Cunning / Lethality | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Numbing Poison |
talent | Apply Poison |
talent | Leeching Poison |
talent | Trained Reactions |
detrimental effect | The target has been dominated. It is unable to move and has lost 17 armor and 25 defense. Attacks from Geta the wolf gain 50% damage penetration. Dominated |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
detrimental effect | Renders a random talent unavailable. Talent cooldown is halved until the effect has worn off. Brainlocked |
detrimental effect | The gloom has confused the target, making it act randomly (30% chance) and unable to perform complex actions. Confused by the gloom |
beneficial effect | The target ignores pain, reducing all damage taken by 26%. Pain Suppression |
beneficial effect | Has 9 throwing knives prepared: 9 KnivesRange: 7 Net Damage: 85 - 120 Accuracy: 60 (knife) APR: 12 Crit Chance: +40% Crit mult: 206% Uses Stats: 50% Cun, 70% Dex |
detrimental effect | Reduces global action speed by 54%. Slow |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Cunning by +5. | done |
You failed to protect the worried loremaster from death by Elethra the cutpurse. Escort: worried loremaster (level 2 of Ruins of Kor'Pul) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You 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 |
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 Possessed. | done |
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. | 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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one warg claw. My usual ingredient gatherers draw the line at hunting wargs. Feel free to mock them on your way back.' * You've found the needed ice ant stinger. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed hummerhorn wing. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed bear paw. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Borimas the Flowertitan (0 def, 3 armour) Borimas the Flowertitan (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * 10% chance to slow global speed by 45% Changes resistances: +6% mind Changes resistances penetration: +5% mind / +15% nature Changes damage: +9% mind Stamina each turn: +0.30 Maximum stamina: +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite 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.(50 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | linen wizard hat 'Duvonarithad' (1 def, 0 armour) linen wizard hat 'Duvonarithad' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Defense: +1 (+1 eff.) Changes stats: +4 Con Changes resistances: +16% nature Changes resistances penetration: +10% blight Changes damage: +11% nature Critical mult.: +5.00% A pointy cloth hat, very wizardly... |
On hands | heroic rough leather gloves of the nighthunter (0 def, 5 armour) heroic rough leather gloves of the nighthunter (0 def, 5 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +5 Changes stats: +2 Cun Changes resistances: +6% darkness Mental save: +6 (+3 eff.) Maximum life: +42.00 Infravision radius: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.6 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 34 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Breezetickler (dig speed 20 turns) Breezetickler (dig speed 20 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 45% Damage when hit (Melee): 2 nature Changes stats: +2 Str Maximum life: +21.00 Maximum stamina: +16.00 Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Scaldtrail ScaldtrailInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 4 cold Changes resistances: +20% nature / +6% fire Changes resistances penetration: +5% cold Changes damage: +3% acid / +6% fire / +10% nature Rings can have magical properties. |
On fingers | Rainweeper the steel ring Rainweeper the steel ringCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+3 eff.) Changes stats: +5 Cun / +4 Dex Changes resistances: +6% cold / +3% temporal Changes resistances penetration: +5% cold Changes damage: +9% cold Physical save: +9 (+5 eff.) Spell save: +7 (+6 eff.) Mental save: +7 (+4 eff.) Stun/Freeze immunity: +22% Life regen: +2.00 Rings can have magical properties. |
Around neck | Silyssra SilyssraCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +25 (+9 eff.) Changes resistances: +6% acid Talent masteries: +0.19 Cunning / Stealth +0.19 Technique / Duelist Critical mult.: +20.00% Disease immunity: +10% Psi when hit: +0.16 Amulets can have magical properties. |
In main hand | Unerring Scalpel (111% power, 25 apr) 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: 45% Cun, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +25 Crit. chance: +0.0% 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. |
Around waist | Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 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. |
In off hand | Serpent's Glare (91% power, 15 apr, nature damage) Serpent's Glare (91% power, 15 apr, nature damage)Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Power: 92% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +15 Crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Poison immunity: +50% Mindpower: +4 (+2 eff.) Mental crit. chance: +2% It can be used to activate talent Spit Poison (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 195.27 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Cloak | Ivumina (1 def, 0 armour) Ivumina (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +6% darkness Cut immunity: +10% Life regen: +2.00 Maximum life: +112.00 Spellpower: +5 (+5 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 | verdant linen robe of life (0 def, 0 armour) verdant linen robe of life (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +7% blight / +7% all Changes damage: +6% nature Poison immunity: +23% Disease immunity: +22% Life regen: +1.80 Maximum life: +40.00 Healing mod.: +13% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
This item will automatically be transmogrified when you leave the level. shielding rune (absorb 250; dur 4; cd 14)shielding rune (absorb 250; dur 4; cd 14) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use 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 250 damage for 4 turns. 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. |
This item will automatically be transmogrified when you leave the level. Gloretha the copper amuletGloretha the copper amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour penetration: +3 Changes stats: +3 Con Changes resistances: +6% temporal Blindness immunity: +13% Maximum life: +40.00 Maximum stamina: +30.00 Infravision radius: +3 Sight radius: +2 See invisible: +6 Amulets can have magical properties. |
Glorura the Phoenixkin =+5 MAG= Glorura the Phoenixkin =+5 MAG=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +4 Dex / +5 Mag Changes resistances: +6% fire Equilibrium when hit: +0.04 Mindpower: +10 (+5 eff.) Amulets can have magical properties. |
vitalizing copper amulet of murder vitalizing copper amulet of murderInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +11 Changes stats: +3 Con Critical mult.: +11.00% Physical save: +6 (+3 eff.) Life regen: +2.00 Maximum life: +37.00 Amulets can have magical properties. |
wanderer's steel amulet of mastery (0.15 Cunning / Lethality) wanderer's steel amulet of mastery (0.15 Cunning / Lethality)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -6% Changes stats: +5 Dex / +4 Cun / +4 Con Talent mastery: +0.15 Cunning / Lethality Life regen: +1.00 Stamina each turn: +0.50 Movement speed: +10% Amulets can have magical properties. |
Hurodurand the steel ring =+8 MAG= Hurodurand the steel ring =+8 MAG=Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +5 Dex / +8 Mag / +5 Wil / +6 Cun Critical mult.: +10.00% Stamina each turn: +2.00 Maximum stamina: +10.00 Spellpower: +12 (+8 eff.) Rings can have magical properties. |
conjurer's steel ring of lightning (+22%) =+5 MAG= conjurer's steel ring of lightning (+22%) =+5 MAG=Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Mag / +5 Wil Changes resistances: +22% lightning Changes damage: +11% lightning Spellpower: +7 (+6 eff.) Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. steel ring 'Eclipsepunish'steel ring 'Eclipsepunish' Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 2 lightning Changes resistances: +26% fire / +9% darkness / +9% light Changes damage: +3% lightning / +13% fire Spell save: +12 (+9 eff.) Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. steel battleaxe 'Cinderbreaker' (129% power, 2 apr)steel battleaxe 'Cinderbreaker' (129% power, 2 apr) Requires: - Strength 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 129% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 13% chance to slow global speed by 45% Damage (Melee): +12 fire When wielded/worn: Damage when hit (Melee): 2 fire Changes stats: +3 Wil Changes damage: +18% fire Mental save: +12 (+6 eff.) Light radius: +2 Massive two-handed battleaxes. |
Dagger of the Past (129% power, 20 apr) Dagger of the Past (129% power, 20 apr)Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Potentially it would go with a sword in the future. Power: 129% Range: 1.3x Uses stats: 0% Cun, 50% Mag, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Defense: +10 (+4 eff.) Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spell save: +10 (+8 eff.) Movement speed: +20% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
This item will automatically be transmogrified when you leave the level. HazebraceHazebrace Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +7 Damage (radius 2) on crit: +16 mind When wielded/worn: Physical power: +12 (+6 eff.) Changes stats: +3 Str Changes resistances: +6% darkness Changes damage: +6% mind / +6% cold Maximum hate: +10.00 Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. Lisedhetira the steel longsword (112% power, 3 apr)Lisedhetira the steel longsword (112% power, 3 apr) Requires: - Strength 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Power: 112% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 8% chance to slow global speed by 45% When wielded/worn: Changes stats: +4 Cun Changes resistances: +9% blight / +6% cold / +9% light Mental save: +9 (+5 eff.) Mindpower: +10 (+5 eff.) Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. cruel ash magestaff of fate (111% power, 3 apr, cold element)cruel ash magestaff of fate (111% power, 3 apr, cold element) Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% cold Talent granted: +1 Command Staff Critical mult.: +11.00% Physical save: +7 (+4 eff.) Spell save: +7 (+6 eff.) Mental save: +7 (+4 eff.) Spellpower: +6 (+5 eff.) Spell crit. chance: +12% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. cruel elm magestaff (100% power, 2 apr, arcane element)cruel elm magestaff (100% power, 2 apr, arcane element) Requires: - Magic 11 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% arcane Talent granted: +1 Command Staff Critical mult.: +11.00% Spellpower: +3 (+3 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
yew vilestaff of wizardry (120% power, 4 apr, fire element) =+4 MAG= yew vilestaff of wizardry (120% power, 4 apr, fire element) =+4 MAG=Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Mag / +2 Wil Changes damage: +20% fire Talent granted: +1 Command Staff Maximum mana: +31.00 Spellpower: +13 (+9 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. elemental steel waraxe of crippling (105% power, 3 apr)elemental steel waraxe of crippling (105% power, 3 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 106% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 16 cold damage (1/turn) On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +7.0% Changes resistances penetration: +5% cold Changes damage: +10% cold One-handed war axes. |
This item will automatically be transmogrified when you leave the level. steel waraxe of corruption (105% power, 3 apr)steel waraxe of corruption (105% power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 106% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Curse of Death (20% chance level 2). One-handed war axes. |
Xanitira (1 def, 0 armour) =+3 MAG= Xanitira (1 def, 0 armour) =+3 MAG=Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +3 Mag / +2 Wil Changes resistances: +6% acid Changes resistances penetration: +25% acid Changes damage: +3% acid Spell save: +6 (+6 eff.) Maximum mana: +44.00 See invisible: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. Ulfekhad the Skytide (0 def, 0 armour)Ulfekhad the Skytide (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 19 Damage when hit (Melee): 2 lightning Changes resistances: +6% lightning / +18% cold / +15% mind / +7% all Changes resistances penetration: +20% lightning Changes damage: +12% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. shimmering cashmere robe of time (+12%) (0 def, 0 armour)shimmering cashmere robe of time (+12%) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +11% all / +12% temporal Changes damage: +16% arcane / +12% temporal Maximum mana: +46.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. Poruwe (0 def, 17 armour)Poruwe (0 def, 17 armour) Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +17 Changes resistances: +5% lightning / +6% temporal Silence immunity: +10% Healing mod.: +20% A pair of boots made of leather. |
pair of rough leather boots 'Kilnresolve' (0 def, 1 armour) =+2 MAG= pair of rough leather boots 'Kilnresolve' (0 def, 1 armour) =+2 MAG=Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Str / +1 Dex / +2 Mag / +1 Con Movement speed: +25% A pair of boots made of leather. |
Frigidtide the hardened leather gloves (0 def, 2 armour) =+4 MAG= Frigidtide the hardened leather gloves (0 def, 2 armour) =+4 MAG=Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +8 Armour: +2 Changes stats: +4 Dex / +4 Mag / +4 Cun / +1 Con Changes resistances: +6% fire / +6% darkness / +3% temporal Changes damage: +9% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves of spellstriking (0 def, 2 armour) =+4 MAG= hardened leather gloves of spellstriking (0 def, 2 armour) =+4 MAG=Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 7 arcane Changes stats: +4 Mag / +4 Wil Changes resistances: +5% arcane Changes damage: +5% arcane Spellpower: +4 (+4 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Elasevea (0 def, 3 armour) =+4 MAG= Elasevea (0 def, 3 armour) =+4 MAG=Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Mag Changes resistances: +7% blight / +7% darkness Changes resistances penetration: +10% arcane Spell save: +22 (+14 eff.) Mental save: +6 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +40.00 Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 4 light damage to everyone else who enters. The circle lasts 4 turns. A cap made of leather. |
This item will automatically be transmogrified when you leave the level. bladed iron helm of absorption (0 def, 3 armour)bladed iron helm of absorption (0 def, 3 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Str Stamina when hit: +1.00 Equilibrium when hit: +0.90 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 24.2 Physical damage. If the attack hits, the target is confused (41% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. 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. rough leather cap of precognition (5 def, 1 armour)rough leather cap of precognition (5 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +1 Defense: +5 (+2 eff.) Fatigue: +1% Effects when hit in melee: * 12% chance to gain 10% of a turn (3/turn limit) Changes stats: +2 Cun A cap made of leather. |
Shimmernight the reinforced leather armour (12 def, 7 armour) Shimmernight the reinforced leather armour (12 def, 7 armour)Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+4 eff.) Fatigue: +8% Damage when hit (Melee): 4 lightning Changes stats: +5 Str Changes resistances: +15% lightning / +9% physical / +14% darkness Changes resistances penetration: +15% lightning Changes damage: +6% lightning / +9% arcane Life regen: +9.00 Maximum life: +79.00 Light radius: +2 Healing mod.: +15% It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.6 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 34 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. cured leather armour of Eyal (6 def, 4 armour)cured leather armour of Eyal (6 def, 4 armour) Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Life regen: +1.00 Maximum life: +20.00 Healing mod.: +13% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. cured leather armour of cold resistance (6 def, 4 armour)cured leather armour of cold resistance (6 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Changes resistances: +16% cold A suit of armour made of leather. |
troll-hide rough leather armour of the deep (3 def, 4 armour) troll-hide rough leather armour of the deep (3 def, 4 armour)Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +4 Defense: +3 (+1 eff.) Fatigue: +6% Changes resistances: +6% acid / +6% cold Allows you to breathe in: water Life regen: +4.20 Maximum life: +33.00 Healing mod.: +11% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Harerath the steel plate armour (0 def, 9 armour)Harerath the steel plate armour (0 def, 9 armour) Requires: - Massive armour training - Strength 28 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Changes resistances: +24% fire Cut immunity: +20% Teleport immunity: +20% Maximum life: +100.00 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. Yarolebar the Blazewrecker (0 def, 4 armour, 100% power, 44.5 block)Yarolebar the Blazewrecker (0 def, 4 armour, 100% power, 44.5 block) Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Power: 108% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +3.0% Block value: +44 Damage (Melee): +20 lightning When wielded/worn: Armour: +4 Fatigue: +8% Damage (Melee): 12 cold Damage when hit (Melee): 3 ice / 6 mind Changes damage: +9% lightning Talent granted: +1 Block Mindpower: +15 (+8 eff.) Mental crit. chance: +4% Handheld deflection devices. |
2 aquamarine 2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) 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. |
iron pickaxe 'Guneranik' (dig speed 30 turns) =+3 STR= iron pickaxe 'Guneranik' (dig speed 30 turns) =+3 STR=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +7 Changes stats: +3 Str Mana each turn: +0.04 Vim when firing critical spell: +2.00 Maximum mana: +80.00 Maximum vim: +10.00 Spellpower: +5 (+5 eff.) Damage Shield penetration: +10% When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 3.9 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +85 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
Gunarin the Glittertide =+3 MAG= Gunarin the Glittertide =+3 MAG=Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Str / +3 Mag / +1 Con Changes resistances penetration: +15% light Mental save: +6 (+3 eff.) Light radius: +6 See stealth: +7 See invisible: +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 Orb 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 Annulment (0/1) Rod of Annulment (0/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 5/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap 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 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) 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. |
This item will automatically be transmogrified when you leave the level. The JoltThe Jolt Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +10% mind / +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
This item will automatically be transmogrified when you leave the level. focusing steel torque of mindblast [power 165] (15 cooldown)focusing steel torque of mindblast [power 165] (15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to blast the opponent's mind dealing 180 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Arusin the Tidegasher [power 44] (20 cooldown) =+4 MAG= Arusin the Tidegasher [power 44] (20 cooldown) =+4 MAG=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes stats: +4 Mag Changes resistances penetration: +5% fire Changes damage: +6% cold Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Damage Shield penetration: +30% It can be used to harden the skin for 7 turns increasing armour by 44 and armour hardiness by 50% Activation puts all charms on cooldown for 20 turns. When used: * Reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
amethyst 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. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Mog the Cornac Rogue level 18
23rd Dusk 122nd year of Ascendancy at 12:05 see stats
By Mog the Cornac Rogue level 10
6th Mirth 122nd year of Ascendancy at 11:57 see stats
By Mog the Cornac Rogue level 20
68th Dusk 122nd year of Ascendancy at 08:52 see stats
By Mog the Cornac Rogue level 18
61st Dusk 122nd year of Ascendancy at 01:34 see stats
By Mog the Cornac Rogue level 10
7th Mirth 122nd year of Ascendancy at 03:20 see stats
By Mog the Cornac Rogue level 7
1st Mirth 122nd year of Ascendancy at 08:51 see stats
By Mog the Cornac Rogue level 16
10th Dusk 122nd year of Ascendancy at 14:21 see stats
Log
Mog deactivates Volatile Poison.
Mog activates Leeching Poison.
Mog is confused and fails to use Throwing Knives.
Geta the wolf stops bleeding.
Geta the wolf receives 71 healing from Deadly Poison from Mog.
Geta the wolf uses Ice Claw.
Geta the wolf performs a melee critical strike against Mog!
Mog reacts to an attack from Geta the wolf, mitigating the blow!.
Mog slows down.
Mog is no longer in despair
Melee retaliation hits Geta the wolf for 4 cold, 2 nature (6 total damage).
Geta the wolf hits Mog for (48 reacted , -5 stam), 134 cold (134 total damage).
Mog uses Throwing Knives.
Mog's Throwing Knife hits Geta the wolf for 101 physical, 16 light (117 total damage).
Geta the wolf uses Slash.
Mog reacts to an attack from Geta the wolf, mitigating the blow!.
Mog is no longer being stalked by Geta the wolf.
Geta the wolf receives 72 healing from Deadly Poison from Mog.
Melee retaliation hits Geta the wolf for 4 cold, 2 nature (6 total damage).
Geta the wolf hits Mog for (80 reacted , -5 stam), 208 physical (208 total damage).
Mog the level 23 cornac rogue was mutilated to death by Geta the wolf on level 4 of Old Forest.
Mog overcomes the gloom
Mog deactivates Numbing Poison.
Mog is no longer dominated.
Mog feels pain again.
Mog deactivates Apply Poison.
Mog deactivates Trained Reactions.
Mog deactivates Leeching Poison.
Mog speeds up.