











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Nightmare Exploration |
Sex | Male |
Race | Cornac |
Class | Arcane Blade |
Level / Exp | 20 / 24% |
Size | medium |
Lifes / Deaths | Killed by Xaniba the degenerated skeleton warrior at level 9 on the 4th Mirth 122nd year of Ascendancy at 02:23 / 56Killed by Betiriaba the sandworm at level 11 on the 8th Flare 122nd year of Ascendancy at 21:00 Killed by Lamarri at level 11 on the 8th Flare 122nd year of Ascendancy at 22:04 Killed by Cyrabretira the black ooze at level 11 on the 9th Flare 122nd year of Ascendancy at 00:01 Killed by Cyrabretira the black ooze at level 11 on the 9th Flare 122nd year of Ascendancy at 00:23 Killed by Neruth the yellow ooze at level 13 on the 10th Flare 122nd year of Ascendancy at 00:49 Killed by Xerythra the green ooze at level 13 on the 10th Flare 122nd year of Ascendancy at 13:17 Killed by bandit at level 13 on the 8th Dusk 122nd year of Ascendancy at 18:53 Killed by rogue at level 13 on the 8th Dusk 122nd year of Ascendancy at 19:54 Killed by thief at level 13 on the 8th Dusk 122nd year of Ascendancy at 20:03 Killed by Betema the shadowblade at level 13 on the 9th Dusk 122nd year of Ascendancy at 11:25 Killed by Betubrevea the white worm mass at level 14 on the 11st Dusk 122nd year of Ascendancy at 10:27 Killed by Belegaba the minotaur at level 14 on the 11st Dusk 122nd year of Ascendancy at 18:16 Killed by Velavea the Guard at level 15 on the 46th Dusk 122nd year of Ascendancy at 22:58 Killed by Betedhema the Guard at level 15 on the 47th Dusk 122nd year of Ascendancy at 03:37 Killed by Betedhema the Guard at level 15 on the 47th Dusk 122nd year of Ascendancy at 03:44 Killed by Betedhema the Guard at level 15 on the 47th Dusk 122nd year of Ascendancy at 03:52 Killed by rogue at level 15 on the 47th Dusk 122nd year of Ascendancy at 04:00 Killed by Isussra the Thug at level 15 on the 47th Dusk 122nd year of Ascendancy at 04:07 Killed by Betedhema the Guard at level 15 on the 47th Dusk 122nd year of Ascendancy at 04:14 Killed by Betedhema the Guard at level 15 on the 47th Dusk 122nd year of Ascendancy at 04:23 Killed by thief at level 15 on the 48th Dusk 122nd year of Ascendancy at 06:26 Killed by bandit at level 15 on the 48th Dusk 122nd year of Ascendancy at 07:34 Killed by Vorynor the wolf at level 16 on the 48th Dusk 122nd year of Ascendancy at 18:31 Killed by Emelumina the large white snake at level 16 on the 49th Dusk 122nd year of Ascendancy at 01:04 Killed by Salenne the honey tree at level 16 on the 49th Dusk 122nd year of Ascendancy at 12:47 Killed by Salenne the honey tree at level 16 on the 49th Dusk 122nd year of Ascendancy at 13:07 Killed by Salenne the honey tree at level 16 on the 49th Dusk 122nd year of Ascendancy at 13:24 Killed by Salenne the honey tree at level 16 on the 49th Dusk 122nd year of Ascendancy at 13:37 Killed by Wrathroot at level 16 on the 49th Dusk 122nd year of Ascendancy at 22:19 Killed by naga psyren at level 17 on the 50th Dusk 122nd year of Ascendancy at 18:16 Killed by Bethaseta the giant eel at level 17 on the 50th Dusk 122nd year of Ascendancy at 18:44 Killed by naga psyren at level 17 on the 50th Dusk 122nd year of Ascendancy at 19:05 Killed by naga psyren at level 17 on the 50th Dusk 122nd year of Ascendancy at 19:23 Killed by Emeleyatha the storm drake hatchling at level 17 on the 55th Dusk 122nd year of Ascendancy at 04:38 Killed by vampire lord at level 18 on the 24th Haze 122nd year of Ascendancy at 09:40 Killed by Assassin Lord at level 18 on the 49th Haze 122nd year of Ascendancy at 16:33 Killed by Assassin Lord at level 18 on the 49th Haze 122nd year of Ascendancy at 16:43 Killed by mad druid at level 18 on the 66th Haze 122nd year of Ascendancy at 04:04 Killed by zombie bunny at level 18 on the 66th Haze 122nd year of Ascendancy at 04:21 Killed by zombie bunny at level 18 on the 66th Haze 122nd year of Ascendancy at 04:38 Killed by zombie bunny at level 18 on the 66th Haze 122nd year of Ascendancy at 04:45 Killed by zombie bunny at level 18 on the 66th Haze 122nd year of Ascendancy at 05:00 Killed by zombie bunny at level 18 on the 66th Haze 122nd year of Ascendancy at 06:02 Killed by mad druid at level 18 on the 66th Haze 122nd year of Ascendancy at 08:01 Killed by zombie bunny at level 19 on the 66th Haze 122nd year of Ascendancy at 11:29 Killed by mad druid at level 19 on the 66th Haze 122nd year of Ascendancy at 14:40 Killed by Arywyn the zombie bunny at level 19 on the 66th Haze 122nd year of Ascendancy at 23:42 Killed by zombie bunny at level 19 on the 67th Haze 122nd year of Ascendancy at 12:59 Killed by zombie bunny at level 19 on the 67th Haze 122nd year of Ascendancy at 14:08 Killed by zombie bunny at level 19 on the 67th Haze 122nd year of Ascendancy at 14:26 Killed by zombie bunny at level 19 on the 67th Haze 122nd year of Ascendancy at 22:47 Killed by zombie bunny at level 20 on the 68th Haze 122nd year of Ascendancy at 15:22 Killed by zombie bunny at level 20 on the 68th Haze 122nd year of Ascendancy at 16:39 Killed by zombie bunny at level 20 on the 68th Haze 122nd year of Ascendancy at 17:54 Killed by Aduda the cute little bunny at level 20 on the 68th Haze 122nd year of Ascendancy at 19:16 |
Primary Stats
Strength | 68 (base 36) |
Dexterity | 26 (base 10) |
Constitution | 22 (base 15) |
Magic | 70 (base 37) |
Willpower | 20 (base 10) |
Cunning | 31 (base 15) |
Resources
Life | 462/462 |
Mana | 160/160 |
Stamina | 162/162 |
Healing Factor | 1.1024166372473 |
Regeneration | 0.27560415931182 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -58.333333333333% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 5 |
See Stealth | 26.878701826468 |
See Invisible | 26.878701826468 |
Offense: Mainhand
Damage | 116 |
Accuracy | 32 |
Crit Chance | 21% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 49 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 23 |
Crit Chance | 11% |
Speed | 1 |
Offense: Damage Bonus
Physical | +19% |
Acid | +19% |
Lightning | +11% |
Temporal | +14% |
Cold | +16% |
Arcane | +14% |
Mind | +16% |
All | +7% |
Offense: Damage Penetration
Light | +5% |
Acid | +10% |
Defense: Base
Armour (hardiness) | 19 (30%) |
Defense | 33 |
Ranged Defense | 37 |
Fatigue | 0 |
Physical Save | 30 |
Spell Save | 28 |
Mental Save | 21 |
Defense: Resistances
Cold | + 15%( 70%) |
Arcane | + 14%( 70%) |
Fire | + 23%( 70%) |
All | + 9%( 70%) |
Defense: Immunities
Disarm Resistance | 26% |
Stun Resistance | 10% |
Pinning Resistance | 19% |
Instadeath Resistance | 100% |
Knockback Resistance | 0% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (15 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Technique / Magical combat | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Stone | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Conveyance | 1.00 |
| 2/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Effects
talent | Arcane Combat |
talent | Feather Wind |
talent | Shock Hands |
talent | Shielding |
talent | Arcane Shield |
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 |
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 temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Dreadfell. Escort: worried loremaster (level 1 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Ruins of Kor'Pul. Escort: worried loremaster (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Strength by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You 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 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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 avoidance. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed sandworm tooth. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mastery without your aid. 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 black mamba head. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed green worm. | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 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 | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 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 23% chance to evade melee and ranged attacks and 14 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Quiver | ![]() 0.00 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. |
Light source | ![]() Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Accuracy: +10 (+5 eff.) Armour: +4 Defense: +15 (+7 eff.) Effects on melee hit: * 10% chance to reduce armor by 35% Damage when hit (Melee): 15 fire Changes resistances: +7% fire Changes damage: +6% physical Critical mult.: +10.00% Only die when reaching: -20.00 life Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Str / +2 Dex / +4 Wil / +4 Cun / +2 Con Changes resistances: +8% fire / +7% cold Changes damage: +9% mind A pointy cloth hat, very wizardly... |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes stats: +4 Dex / +1 Mag Changes resistances: +5% arcane Changes damage: +9% cold Reduces incoming crit damage: 5.00% Light radius: +2 It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings make your fingers look great! |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings make your fingers look great! |
Around waist | ![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Mag Mana each turn: +0.18 Maximum mana: +20.00 A belt that goes around your waist. |
In main hand | ![]() Requires: - Strength 24 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 42.5 - 63.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 10% chance to reduce armor by 35% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +10.0% Changes resistances penetration: +10% acid Changes damage: +12% acid Psi when hit: +0.08 Mental crit. chance: +4% Massive two-handed mauls. |
On hands | ![]() Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +3.0% Armour: +2 Fatigue: +3% Damage when hit (Melee): 6 blight / 4 physical Changes stats: +2 Con Changes resistances penetration: +5% light Changes damage: +6% physical Critical mult.: +10.00% Physical save: +10 (+5 eff.) Spell save: +5 (+2 eff.) Mental save: +5 (+2 eff.) Disarm immunity: +26% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 5.2 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 36% and provides a 21% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +3 Mag / +3 Wil Changes resistances: +9% all Changes damage: +7% temporal / +7% arcane / +7% all Maximum mana: +16.00 Spellpower: +12 (+4 eff.) Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Defense: +1 (+0 eff.) Changes stats: +2 Str / +3 Wil / +2 Cun / +3 Con Hate when firing a critical mind attack: +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+7 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Inventory
![]() Infused by nature 0.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to permanently increase your physical critical strike chance by 4%. A vial of chunky red fluid. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Wil Amulets make your neck look great! |
![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 4 arcane Changes resistances penetration: +5% arcane Changes damage: +6% arcane Physical save: +6 (+3 eff.) Mindpower: +8 (+4 eff.) A belt that goes around your waist. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +25 (+11 eff.) Armour: +3 Defense: +5 (+2 eff.) Fatigue: -2% Changes resistances: +3% temporal Changes resistances penetration: +10% physical Maximum encumbrance: +24 Physical save: +6 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +5 (+3 eff.) Armour: +4 Fatigue: +4% Changes stats: +3 Str Critical mult.: +10.00% Physical save: +6 (+3 eff.) Infravision radius: +3 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 198.9 Physical damage. If the attack hits, the target is confused (33% 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -8% Changes stats: +4 Str Changes resistances: +9% blight / +3% temporal Reduces incoming crit damage: 15.00% Knockback immunity: +10% Teleport immunity: +20% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() Infused by nature 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. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
![]() Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +6 (+3 eff.) Light radius: +5 See stealth: +5 See invisible: +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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 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. |
![]() Powered 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Lamarri the Cornac Arcane Blade level 17
17th Haze 122nd year of Ascendancy at 10:00 see stats
By Lamarri the Cornac Arcane Blade level 10
1st Summertide 122nd year of Ascendancy at 22:44 see stats
By Lamarri the Cornac Arcane Blade level 20
68th Haze 122nd year of Ascendancy at 14:51 see stats
By Lamarri the Cornac Arcane Blade level 18
49th Haze 122nd year of Ascendancy at 21:08 see stats
By Lamarri the Cornac Arcane Blade level 16
48th Dusk 122nd year of Ascendancy at 16:55 see stats
By Lamarri the Cornac Arcane Blade level 13
7th Dusk 122nd year of Ascendancy at 06:44 see stats
By Lamarri the Cornac Arcane Blade level 15
12nd Dusk 122nd year of Ascendancy at 15:11 see stats
Log
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Lamarri killed Zombie bunny!
Aduda the cute little bunny's light area effect killed Lamarri!
Saving game...
Saving done.
Resting starts...
Talent Lightning is ready to use.
Talent Arcane Strike is ready to use.
Talent Arcane Combat is ready to use.
Talent Inner Power is ready to use.
Talent Feather Wind is ready to use.
Talent Shock Hands is ready to use.
Talent Shielding is ready to use.
Talent Arcane Shield is ready to use.
Rested for 30 turns (stop reason: all resources and life at maximum).
You may not auto-explore this level.
Lamarri activates Arcane Combat.
Lamarri activates Arcane Combat.
Lamarri activates Shielding.
Lamarri activates Arcane Shield.
Lamarri activates Shock Hands.
Lamarri activates Feather Wind.
Saving game...
Saving done.