Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.0 |
| Addons | Items Vault 1.0.0 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Summoner |
| Level / Exp | 13 / 49% |
| Size | medium |
| Lifes / Deaths | Killed by Forest Troll Hedge-Wizard at level 2 on the 77th Pyre 122nd year of Ascendancy at 05:01 0 / 5Killed by Neruseba the large brown snake at level 11 on the 43rd Dusk 122nd year of Ascendancy at 06:17 Killed by Isenn the skeleton warrior at level 11 on the 43rd Dusk 122nd year of Ascendancy at 07:27 Killed by giant eel at level 13 on the 46th Dusk 122nd year of Ascendancy at 12:24 Killed by luminous horror at level 13 on the 47th Dusk 122nd year of Ascendancy at 03:22 |
Primary Stats
| Strength | 10 (base 10) |
| Dexterity | 12 (base 11) |
| Constitution | 10 (base 10) |
| Magic | 20 (base 12) |
| Willpower | 41 (base 33) |
| Cunning | 46 (base 32) |
Resources
| Life | -70/244 |
| Mana | 302/327 |
| Equilibrium | 0 |
| Healing Factor | 1.1966785895944 |
| Regeneration | 14.659312722531 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +86.070797642506% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 5 |
Offense: Mainhand
| Damage | 9 |
| Accuracy | 28 |
| Crit Chance | 14% |
| APR | 18 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 9 |
| Accuracy | 28 |
| Crit Chance | 14% |
| APR | 18 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10.5 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 39.05 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +9% |
| Light | +11% |
| Temporal | +8% |
| Darkness | +8% |
| Physical | +6% |
| Cold | +7% |
| Nature | +3% |
Offense: Damage Penetration
| Lightning | +3% |
| Physical | +12% |
Defense: Base
| Armour (hardiness) | 0 (30%) |
| Defense | 8.7 |
| Ranged Defense | 8.7 |
| Fatigue | 0 |
| Physical Save | 7 |
| Spell Save | 20.675 |
| Mental Save | 41.924943211348 |
Defense: Resistances
| Blight | + 3%( 70%) |
| Physical | + 2%( 70%) |
| Cold | + 6%( 70%) |
| All | 0%( 70%) |
| Darkness | + 8%( 70%) |
| Light | + 22%( 70%) |
| Temporal | + 14%( 70%) |
| Lightning | + 15%( 70%) |
| Nature | + 9%( 70%) |
Defense: Immunities
| Knockback Resistance | 20% |
| Disarm Resistance | 20% |
| Pinning Resistance | 21% |
| Confusion Resistance | 11% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: SunUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 16). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 33) for 3 turns. Its effects scale with your Strength stat. |
Class Talents
| Wild-gift / Summoning (advanced) | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Summoning (distance) | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Summoning (utility) | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Summoning (augmentation) | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Summoning (melee) | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.20 |
| 4/5 |
| 3/5 |
| 3/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Meditation |
| detrimental effect | Badly off balance. Global speed is reduced by 15%. Off-balance |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | Huge cut that bleeds, doing 15.56 physical damage per turn. Bleeding |
| beneficial effect | A flow of life spins around the target, regenerating 12.00 life per turn. Regeneration |
| detrimental effect | Immobilized by telekinetic forces. Immobilized |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Magic by +2. | done |
You failed to protect the injured seer from death by large brown snake. Escort: injured seer (level 2 of Old Forest) | failed |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you gained talent category Spell / Divination (at mastery 0.80). | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Ruins of Kor'Pul. Escort: worried loremaster (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +2. | 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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Light source | Salylaith SalylaithInfused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +5 Cun Changes resistances: +9% nature Psi when hit: +0.12 Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | linen wizard hat of the Brotherhood (1 def, 0 armour) linen wizard hat of the Brotherhood (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes stats: +1 Mag It can be used to activate talent Arcane Eye, placing all other charms into a 27 cooldown : Effective talent level: 5.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
| On hands | Crystle's Astral Bindings (0 def, 0 armour) Crystle's Astral Bindings (0 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes damage: +8% darkness / +8% temporal Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 Spell crit. chance: +3% Talent on hit(spell): Destabilize (10% chance level 1). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
| Tool | dwarven-steel torque of charged psionic shield 'Barygoldir' [power 35] (18 cooldown) dwarven-steel torque of charged psionic shield 'Barygoldir' [power 35] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes resistances penetration: +10% physical Changes damage: +3% physical Critical mult.: +5.00% It can be used to setup a psionic shield, reducing all lightning and blight damage by 35 for 6 turns, placing all other charms into a 18 cooldown. When used: 100% chance to regenerate 5 hate. Torques are made by powerful psionics to store psionic powers. |
| On fingers | psionicist's copper ring of light (+22%) psionicist's copper ring of light (+22%)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +22% light Changes damage: +11% light Mental save: +6 Rings can have magical properties. |
| On fingers | rogue's copper ring of tenacity rogue's copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 Changes stats: +3 Cun Disarm immunity: +20% Pinning immunity: +21% Knockback immunity: +20% Rings can have magical properties. |
| Around neck | mindweaver's steel amulet of cunning (+5) mindweaver's steel amulet of cunning (+5)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Cun Mental save: +5 Confusion immunity: +11% Mindpower: +7 Amulets can have magical properties. |
| In main hand | nature's vined mindstar of storms (6-6.6 power, 18 apr, nature damage) nature's vined mindstar of storms (6-6.6 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 6.0 - 6.6 Uses stats: 35% Wil, 15% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when the wearer is hit: 3 lightning Changes resistances: +3% lightning / +3% blight Changes resistances penetration: +3% lightning Changes damage: +2% lightning / +3% nature Disease immunity: +11% Mindpower: +2 Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | grounding rough leather belt grounding rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +6% temporal A belt that goes around your waist. |
| In off hand | vined mindstar of sand (5-5.5 power, 18 apr, mind damage) vined mindstar of sand (5-5.5 power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 35% Wil, 15% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when the wearer is hit: 3 physical Changes resistances: +2% physical Changes resistances penetration: +2% physical Changes damage: +3% physical Mindpower: +2 Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | linen cloak of Eldoral (1 def, 0 armour) linen cloak of Eldoral (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +1 Cun / +1 Dex A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | stormlord's woollen robe (0 def, 0 armour) stormlord's woollen robe (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +5 Wil Changes resistances: +6% lightning / +6% cold Changes damage: +7% lightning / +7% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
duelist's wild infusion (resist 21%; cure mental) duelist's wild infusion (resist 21%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental effects and reduce all damage taken by 21% for 4 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion (rad 6; power 20; turns 5; dispells darkness) sun infusion (rad 6; power 20; turns 5; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 20) for 5 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion (rad 6; power 20; turns 4; dispells darkness) sun infusion (rad 6; power 20; turns 4; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 20) for 4 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
duelist's manasurge rune (667% regen over 10 turns; 33 instant mana) duelist's manasurge rune (667% regen over 10 turns; 33 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 667% over 10 turns and instantly restoring 33 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune (range 6) phase door rune (range 6)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 6. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
sneak's teleportation rune (range 73) sneak's teleportation rune (range 73)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 73 with a minimum range of 15. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
titan's teleportation rune (range 46) titan's teleportation rune (range 46)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 46 with a minimum range of 15. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
copper amulet copper amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 1 Amulets can have magical properties. |
copper amulet of vision copper amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Blindness immunity: +11% Infravision radius: +1 See invisible: +6 Amulets can have magical properties. |
gold amulet gold amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 3 Amulets can have magical properties. |
copper ring copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings can have magical properties. |
savior's copper ring savior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +6 Spell save: +6 Mental save: +5 Rings can have magical properties. |
steel ring of arcana(+0.12/turn) steel ring of arcana(+0.12/turn)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Silence immunity: +20% Mana each turn: +0.12 Rings can have magical properties. |
Bykhad (21-31.5 power, 3 apr) Bykhad (21-31.5 power, 3 apr)Requires: - Strength 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 21.0 - 31.5 Uses stat: 120% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +5.0% Attack speed: 100% Special effect when this weapon crits: cripple the target Damage when this weapon hits: +9 mind When wielded/worn: Accuracy: +6 Physical crit. chance: +8.0% Defense: +9 Damage when the wearer hits(melee): 4 acid Healing mod.: +5% It can be used to project an attack as mind damage doing 100% weapon damage, placing all other charms into a 6 cooldown. Massive two-handed battleaxes. |
Isussra (23-36.8 power, 2 apr) Isussra (23-36.8 power, 2 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 23.0 - 36.8 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Damage when the wearer is hit: 20 arcane Massive two-handed swords. |
Zeregar ZeregarRequires: - Dexterity 16 - Talent Shoot Powered by arcane forces Infused by psionic forces 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Attack speed: 80% Firing range: +7 When wielded/worn: Changes stats: +5 Wil Mental save: +12 Hate when firing a critical mind attack: +5.00 Life regen bonus (wilder-summons): +3.00 Longbows are used to shoot arrows at your foes. |
Dawnrain (13.5-18.9 power, 3 apr) Dawnrain (13.5-18.9 power, 3 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 13.5 - 18.9 Uses stat: 100% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Damage when this weapon hits: +16 blight When wielded/worn: Changes resistances: +12% light Changes damage: +12% blight Sharp, long, and deadly. |
Morningpiercer (6-8.4 power, 2 apr) Morningpiercer (6-8.4 power, 2 apr)Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 6.0 - 8.4 Uses stat: 100% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Burst (radius 2) on crit: +8 light When wielded/worn: Changes stats: +2 Cun Changes resistances penetration: +20% mind Light radius: +3 One-handed war axes. |
mindwoven linen robe of lightning (+16%) (0 def, 0 armour) mindwoven linen robe of lightning (+16%) (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +16% lightning Changes damage: +11% lightning Mindpower: +2 Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Arawe (0 def, 3 armour) Arawe (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances penetration: +25% mind Changes damage: +9% acid Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
2 agate 2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Gems can be sold for money or used in arcane rituals. |
63 alchemist agate 63 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
4 opal 4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
Orb of Scrying Orb of ScryingPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: It can be used to use the orb, costing 1 power out of 1/1. This orb was given to you by Elisa the Halfling scryer. It will automatically identify normal and rare items for you and can be activated to contact Elisa for rarer items. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 180 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. |
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% Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. |
6 citrine 6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. |
5 zircon 5 zircon0.00 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 Gems can be sold for money or used in arcane rituals. |
Achievements
Log
Blade horror hits war hound for 2 physical damage.
War hound hits blade horror for 53 physical damage.
Blade horror hits war hound for 30 physical damage.
Blade horror killed war hound!
Blade horror hits Aiareyne for 29 physical damage.
Aiareyne speeds up.
Blade horror hits Aiareyne for 9 physical damage.
Blade horror hits Aiareyne for 22 physical, 12 physical damage (total 32.59).
Aiareyne hits blade horror for 2 lightning, 1 physical damage (total 2.21).
Blade horror performs a critical strike!
Blade horror hits Aiareyne for 30 physical, 12 physical damage (total 40.43).
Aiareyne hits blade horror for 2 lightning, 1 physical damage (total 2.21).
Blade horror hits Aiareyne for 12 physical damage.
Blade horror hits Aiareyne for 29 physical damage.
Blade horror hits Aiareyne for 13 physical damage.
Aiareyne uses Infusion: Regeneration.
Aiareyne starts regenerating health quickly.
Blade horror hits Aiareyne for 21 physical, 12 physical damage (total 31.61).
Aiareyne hits blade horror for 2 lightning, 1 physical damage (total 2.21).
Blade horror hits Aiareyne for 29 physical damage.
Blade horror uses Bind.
Aiareyne is bound by telekinetic forces!
Blade horror hits Aiareyne for 12 physical damage.
Blade horror hits Aiareyne for 16 physical damage.
Luminous horror casts Firebeam.
Saving done.
Saving done.
Saving game...
