












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.0Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official 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 | Thalore |
| Class | Rogue |
| Level / Exp | 35 / 98% |
| Size | medium |
| Lifes / Deaths | Killed by Urkis, the High Tempest at level 22 on the 39th Regrowth 123rd year of Ascendancy at 19:49 5 / 2Killed by Grand Corruptor at level 24 on the 50th Regrowth 123rd year of Ascendancy at 00:58 |
Primary Stats
| Strength | 46 (base 12) |
| Dexterity | 91 (base 57) |
| Constitution | 58 (base 28) |
| Magic | 38 (base 10) |
| Willpower | 15 (base 10) |
| Cunning | 82 (base 60) |
Resources
| Life | 1029/1029 |
| Stamina | 188/188 |
| Healing Factor | 1.7701339505268 |
| Regeneration | 44.245161870014 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | -996 |
| Infravision | 7 |
| See Stealth | 64.566336305226 |
| See Invisible | 64.566336305226 |
| Stealth | 71 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 45 |
| Accuracy | 83 |
| Crit Chance | 38% |
| APR | 23 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 57 |
| Accuracy | 83 |
| Crit Chance | 49% |
| APR | 38 |
| Speed | 0.90 |
Offense: Spell
| Spellpower | 29 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +10% |
| Lightning | +12% |
| Nature | +14% |
| Physical | +20% |
| Mind | +6% |
| All | 0% |
Offense: Damage Penetration
| Blight | +10% |
| Nature | +20% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 24 (86.907551546746%) |
| Defense | 81 |
| Ranged Defense | 81 |
| Fatigue | 0 |
| Physical Save | 53 |
| Spell Save | 30 |
| Mental Save | 36 |
Defense: Resistances
| Nature | + 35%( 70%) |
| Lightning | + 25%( 70%) |
| Darkness | + 46%( 70%) |
| Cold | + 30%( 70%) |
| Blight | + 28%( 70%) |
| Acid | + 25%( 70%) |
| Mind | + 43%( 70%) |
| All | + 20%( 70%) |
Defense: Immunities
| Disarm Resistance | 70% |
| Confusion Resistance | 37% |
| Pinning Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 0% |
Inscriptions (5/5)
| Infusions | Effective talent level: 2.5 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -347 life. The duration and life will increase by 1% for every 1% life you have lost (currently 347 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 130 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 790% 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 Dexterity stat. |
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 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 693 life over 5 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 600 damage for 5 turns. Its effects scale with your Cunning stat. |
Class Talents
| Cunning / Stealth | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 1/5 |
| Technique / Duelist | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 4/5 |
| Cunning / Poisons | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 4/5 |
| 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 |
| 4/5 |
| 0/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| 5/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 4/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 1/5 |
| Cunning / Lethality | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Quickdraw |
| talent | Apply Poison |
| talent | Trained Reactions |
| talent | Stealth |
| talent | Numbing Poison |
| talent | Volatile Poison |
| beneficial effect | The target is wreathed in shadows, increasing life regeneration by 10.0 and stamina regeneration by 2.7. Soothing Darkness |
| beneficial effect | Has 10 throwing knives prepared: 10 KnivesRange: 7 Net Damage: 156 - 219 Accuracy: 100 (knife) APR: 32 Crit Chance: +62% Crit mult: 207% Uses Stats: 50% Cun, 70% Dex |
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 |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Heart of the Gloom. Escort: lone alchemist (level 1 of Heart of the Gloom)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 8 of Dreadfell. Escort: lone alchemist (level 8 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 7 of Dreadfell. Escort: lost defiler (level 7 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Heart of the Gloom. Escort: lost sun paladin (level 2 of Heart of the Gloom)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by forest wight. Escort: lost sun paladin (level 3 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: temporal explorer (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: temporal explorer (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You failed to protect the worried loremaster from death by elder vampire. Escort: worried loremaster (level 1 of Dreadfell) | 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 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 |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
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. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | active |
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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed naga tongue. * You've found the needed giant spider spinneret. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. Agrimley the hermit has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed bloated horror heart. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
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* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
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 | Galecut the pair of hardened leather boots (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +3 Fatigue: -6% Changes stats: +5 Str Changes resistances: +6% acid / +12% darkness / +6% lightning Changes damage: +12% lightning Maximum encumbrance: +30 Physical save: +10 (+4 eff.) Only die when reaching: -80.00 life A pair of boots made of leather. |
| Quiver | storming pouch of steel shots of erosion (18/18, 22-26 power, 2 apr)Requires: - Dexterity 16 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 21.5 - 25.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +4.5% Capacity: 18 Damage (Ranged): +5 nature / +11 lightning Damage (radius 2) on crit: +7 lightning Shots are used with slings to pummel your foes to death. |
| Light source | Zubylle the alchemist's lampInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Accuracy: +20 (+4 eff.) Physical power: +5 (+2 eff.) Changes stats: +1 Str / +1 Con Changes damage: +6% mind Critical mult.: +15.00% Maximum life: +53.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | hardened leather cap of constitution (+6) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +6 Con A cap made of leather. |
| On hands | Islawen the Frigidwither (20 def, 3 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +25 (+5 eff.) Physical power: +20 (+7 eff.) Armour: +3 Defense: +20 (+4 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 temporal Changes stats: +6 Str / +6 Dex / +4 Cun Changes resistances: +12% cold Talent cooldown: Double Strike (-1 turn) Physical save: +7 (+3 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. |
| Tool | supercharged elven-wood totem of healing [power 452] (19 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to heal yourself and all friendly characters within 10 spaces for 452 Activation puts all charms on cooldown for 19 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | gladiator's stralite ring of darkness (+20%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +9 (+3 eff.) Changes stats: +7 Str / +7 Con Changes resistances: +20% darkness Changes damage: +10% darkness Rings make your fingers look great! |
| On fingers | Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+3 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| Around neck | voratun amulet 'Gylrakira'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -8% Changes stats: +7 Dex / +6 Cun / +7 Con Changes resistances: +29% mind / +3% blight Changes resistances penetration: +10% blight Physical save: +25 (+8 eff.) Spell save: +23 (+11 eff.) Mental save: +20 (+8 eff.) Confusion immunity: +37% Pinning immunity: +20% Life regen: +3.00 Stamina each turn: +0.80 Only die when reaching: -80.00 life Movement speed: +10% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Amulets make your neck look great! |
| In main hand | stralite longsword 'Cobramight' (34-48 power, 5 apr)Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 34.5 - 48.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Damage (Melee): +16 nature When wielded/worn: Accuracy: +15 (+3 eff.) Physical crit. chance: +4.0% Damage when hit (Melee): 4 nature Changes stats: +5 Con Changes resistances penetration: +20% nature Changes damage: +6% nature / +12% physical Sharp, long, and deadly. |
| Around waist | Gorudedrasta the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour penetration: +4 Armour: +8 Defense: +14 (+3 eff.) Changes stats: +6 Str Changes resistances: +9% nature Stealth bonus: +10 Disarm immunity: +20% Maximum stamina: +10.00 A belt that goes around your waist. |
| In off hand | Swordbreaker (25-32 power, 20 apr)Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 50% Dex, 50% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+3 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+5 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
| Cloak | murderer's linen cloak of the hunter (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +21 (+4 eff.) Armour penetration: +3 Defense: +1 (+0 eff.) Fatigue: -5% Changes stats: +1 Cun / +2 Dex Maximum life: +42.00 Maximum stamina: +13.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | troll-hide reinforced leather armour of Eyal (12 def, 7 armour)Requires: - Strength 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+3 eff.) Fatigue: +8% Life regen: +8.70 Maximum life: +58.00 Healing mod.: +25% A suit of armour made of leather. |
Inventory
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! |
pixie's gold ring of aether (+12%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +12% arcane Changes damage: +12% arcane Spellpower: +6 (+3 eff.) Rings make your fingers look great! |
Shantiz the Stormblade (15-20 power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stats: 100% Dex, 0% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
Umbral Razor (25-32 power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 50% Cun, 50% Dex, 15% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 20 power out of 20/20) : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: 10 Travel Speed: 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 101.99 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
enhanced stralite mace of projection (34-48 power, 5 apr)Requires: - Strength 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 34.5 - 48.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) When wielded/worn: Changes stats: +11 Str / +7 Dex / +7 Mag / +7 Wil / +6 Cun / +7 Con Blunt and deadly. |
reinforced hardened leather belt of mageryPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +8 Defense: +8 (+2 eff.) Changes stats: +6 Mag / +5 Wil Physical save: +10 (+4 eff.) Spell crit. chance: +4% A belt that goes around your waist. |
Xeralratira the Flameshear (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Damage when hit (Melee): 4 fire Changes stats: +3 Str / +4 Wil / +4 Con Changes resistances penetration: +20% fire Psi when hit: +0.12 Only die when reaching: -80.00 life Mindpower: +20 (+10 eff.) It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.2 Power cost: 25 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 401.28 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 25 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
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. |
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
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Shorty the Thalore Rogue level 32
39th Haze 123rd year of Ascendancy at 12:36 see stats
Against all odds
Killed Ukruk in the ambush.By Shorty the Thalore Rogue level 31
1st Haze 123rd year of Ascendancy at 01:29 see stats
Arachnophobia
Destroyed the spydric menace.By Shorty the Thalore Rogue level 35
46th Pyre 124th year of Ascendancy at 06:30 see stats
Brave new world
Went to the Far East and took part in the war.By Shorty the Thalore Rogue level 35
68th Regrowth 124th year of Ascendancy at 00:49 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Shorty the Thalore Rogue level 15
13rd Haze 122nd year of Ascendancy at 01:55 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Shorty the Thalore Rogue level 34
2nd Decay 123rd year of Ascendancy at 03:34 see stats
Exterminator
Killed 1000 creatures.By Shorty the Thalore Rogue level 19
64th Haze 122nd year of Ascendancy at 18:47 see stats
Got eggs?
Finish the Pikataclysm event.By Shorty the Thalore Rogue level 26
7th Pyre 123rd year of Ascendancy at 21:42 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Shorty the Thalore Rogue level 25
1st Pyre 123rd year of Ascendancy at 17:31 see stats
Level 10
Got a character to level 10.By Shorty the Thalore Rogue level 10
37th Dusk 122nd year of Ascendancy at 19:20 see stats
Level 20
Got a character to level 20.By Shorty the Thalore Rogue level 20
66th Haze 122nd year of Ascendancy at 16:53 see stats
Level 30
Got a character to level 30.By Shorty the Thalore Rogue level 30
76th Dusk 123rd year of Ascendancy at 04:17 see stats
Oozemancer
Destroyed the corrupted oozemancer.By Shorty the Thalore Rogue level 32
61st Haze 123rd year of Ascendancy at 09:26 see stats
Poisonous
Sided with the assassin lord.By Shorty the Thalore Rogue level 22
34th Regrowth 123rd year of Ascendancy at 15:36 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Shorty the Thalore Rogue level 28
11st Pyre 123rd year of Ascendancy at 12:47 see stats
Size is everything
Did over 1500 damage in one attack.By Shorty the Thalore Rogue level 33
1st Decay 123rd year of Ascendancy at 09:59 see stats
Size matters
Did over 600 damage in one attack.By Shorty the Thalore Rogue level 25
1st Pyre 123rd year of Ascendancy at 00:27 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Shorty the Thalore Rogue level 34
2nd Decay 123rd year of Ascendancy at 06:20 see stats
The Arena
Unlocked Arena mode.By Shorty the Thalore Rogue level 11
42nd Dusk 122nd year of Ascendancy at 00:08 see stats
The secret city
Discovered the truth about mages.By Shorty the Thalore Rogue level 10
39th Dusk 122nd year of Ascendancy at 17:07 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Shorty the Thalore Rogue level 29
75th Dusk 123rd year of Ascendancy at 13:43 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Shorty the Thalore Rogue level 19
65th Haze 122nd year of Ascendancy at 01:56 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Shorty the Thalore Rogue level 31
1st Time of Equilibrium 123rd year of Ascendancy at 10:02 see stats
Log
Rested for 2 turns (stop reason: all resources and life at maximum).
There is a Portal back to the Gates of Morning here (press '' or right click to use).
Ran for 11 turns (stop reason: at exit).
You gain 20.25 gold from the transmogrification of powerful elven-wood wand of conjuration [power 325] (15 cooldown).
You gain 6.80 gold from the transmogrification of piercing alchemist's lamp of focus.
You gain 4.95 gold from the transmogrification of alchemist's lamp of the sun.
You gain 16.00 gold from the transmogrification of Umbraphage.
You gain 3.45 gold from the transmogrification of psychokinetic quiver of yew arrows of annihilation (18/18, 40-57 power, 19 apr).
You gain 4.38 gold from the transmogrification of wrathful stralite shield (0 def, 8 armour, 139.5 block).
You gain 5.25 gold from the transmogrification of acidic stralite shield of shrapnel (0 def, 8 armour, 143 block).
You gain 25.00 gold from the transmogrification of reinforced leather armour 'Pitchtrencher' (12 def, 7 armour).
You gain 14.71 gold from the transmogrification of pair of hardened leather boots 'Emelariwen' (0 def, 15 armour).
You gain 3.87 gold from the transmogrification of projecting thorny mindstar (9-10 power, 24 apr, mind damage).
You gain 4.79 gold from the transmogrification of chilling dwarven-steel longsword of shearing (22-31 power, 4 apr).
You gain 5.44 gold from the transmogrification of chilling stralite battleaxe of daylight (42-63 power, 3 apr).
You gain 4.73 gold from the transmogrification of solipsist's stralite ring of clarity.
You gain 3.81 gold from the transmogrification of pixie's stralite ring of blight (+16%).
You gain 3.98 gold from the transmogrification of stabilizing stralite amulet of dexterity (+5).
There is an exit to the worldmap here (press '' or right click to use).
Saving game...
Saving done.
Ran for 2 turns (stop reason: interesting character).
Quest 'Eight legs of wonder' is done! (Press 'j' to see the quest log)
New Achievement: Arachnophobia!
Option unlocked: New Class: Sun Paladin (Celestial)

















































































