











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 13 / 2% |
| Size | medium |
| Lifes / Deaths | Killed by multi-hued crystal at level 7 on the 1st Mirth 122nd year of Ascendancy at 11:50 0 / 5Killed by Rantha the Worm at level 10 on the 12nd Dusk 122nd year of Ascendancy at 23:57 Killed by Betawe the bandit lord at level 11 on the 58th Dusk 122nd year of Ascendancy at 17:04 Killed by worm that walks at level 13 on the 78th Dusk 122nd year of Ascendancy at 07:33 Killed by worm that walks at level 13 on the 78th Dusk 122nd year of Ascendancy at 08:10 |
Primary Stats
| Strength | 15 (base 12) |
| Dexterity | 28 (base 26) |
| Constitution | 15 (base 12) |
| Magic | 12 (base 12) |
| Willpower | 45 (base 34) |
| Cunning | 17 (base 12) |
Resources
| Life | -16/316 |
| Hate | 100/100 |
| Healing Factor | 1.0460311219418 |
| Regeneration | 7.0718531176984 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 27 |
| Accuracy | 23 |
| Crit Chance | 7% |
| APR | 6 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 18 |
| Accuracy | 23 |
| Crit Chance | 6% |
| APR | 10 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 6 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +11% |
| Acid | +13% |
| Fire | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 10 (51.69962066283%) |
| Defense | 45 |
| Ranged Defense | 45 |
| Fatigue | 0 |
| Physical Save | 21 |
| Spell Save | 36 |
| Mental Save | 20 |
Defense: Resistances
| Acid | + 31%( 70%) |
| Blight | + 11%( 70%) |
| Cold | + 11%( 70%) |
| All | 0%( 70%) |
| Lightning | + 21%( 70%) |
| Temporal | + 5%( 70%) |
| Darkness | 0%( 70%) |
| Fire | + 10%( 70%) |
| Nature | + 28%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Pinning Resistance | 50% |
| Disarm Resistance | 22% |
| Confusion Resistance | 18% |
| Fear Resistance | 18% |
| Stun Resistance | 18% |
| Poison Resistance | 62% |
| Knockback Resistance | 18% |
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. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 106 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Duelist | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 2/5 |
| 4/5 |
| 3/5 |
| 0/5 |
| Cursed / Endless hunt | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Predator | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 1/5 |
Effects
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 failed to protect the lost defiler from death by rattlesnake. Escort: lost defiler (level 1 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Willpower by +5. | 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 Willpower 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * 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 |
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 hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed length of troll intestine. | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
| On feet | 접지의 거친 가죽 장화 (Nightmares) (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +6% lightning / +5% temporal Curse of Nightmares 가죽으로 만들어진 장화 한 쌍입니다. |
| Quiver | Eilinakira the Prismvenom (19/19, 48-66 power, 10 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 3 Base power: 47.5 - 66.5 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +10.0% Capacity: 19 When this weapon hits: Epidemic (20% chance level 3). On weapon hit: * 11% chance to reduce strength, dexterity, and constitution by 5 On weapon crit: * Wound the target dealing 128 physical damage across 5 turns and reducing healing by 50% * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Damage (Ranged): +20 blight / +20 light Damage (radius 1) on hit: +4 light Arrows are used with bows to pierce your foes to death. |
| Light source | bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +42.00 Light radius: +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. |
| On head | rough leather cap of strength (+3) (Madness) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str Curse of Madness A cap made of leather. |
| On hands | Flamewrought (Misfortune) (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 41.80 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
| Tool | elm totem of healing [power 116] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | treant's steel ring of nature (+28%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +28% nature / +6% blight Changes damage: +11% nature Poison immunity: +12% Disease immunity: +12% Rings make your fingers look great! |
| On fingers | titan's gold ring of corrosion (+26%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Con Changes resistances: +26% acid Changes damage: +13% acid Physical save: +6 (+3 eff.) Rings make your fingers look great! |
| Around neck | Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+5 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. |
| In main hand | chilling steel dagger of massacre (Madness) (18-23 power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 18.0 - 23.4 Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +5 cold Curse of Madness Sharp, short and deadly. |
| Around waist | cleansing rough leather belt of transcendence (Nightmares)Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% acid / +5% blight Physical save: +6 (+3 eff.) Mindpower: +3 (+2 eff.) Curse of Nightmares A belt that goes around your waist. |
| In off hand | balanced iron dagger of phasing (Madness) (9-12 power, 10 apr)Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.0 - 11.7 Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +4.0% Attack speed: 100% Damage Shield penetration (this weapon only): +11% When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +5 (+2 eff.) Disarm immunity: +22% Curse of Madness Sharp, short and deadly. |
| Cloak | thick linen cloak (Nightmares) (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Changes resistances: +11% cold Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Eel-skin armour (Shrouds) (16 def, 0 armour)Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Defense: +16 (+5 eff.) Fatigue: +2% Changes stats: +3 Cun / +2 Dex Changes resistances: +15% lightning Poison immunity: +50% Pinning immunity: +50% Talent on hit(nature): Call Lightning (10% chance level 2). Curse of Shrouds It can be used to activate talent Call Lightning (costing 25 power out of 5/50) : Effective talent level: 2.0 Power cost: 25 out of 5/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 39.90 to 119.70 lightning damage (79.80 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Inventory
Prismatic Rune (6 turns; physical, cold, mind, fire)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 2 physical, 3 cold, 5 mind, 3 fire 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. |
manasurge rune (regen 600% over 10 turns; mana 30; 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: 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 600% for 10 turns (15 total) and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. |
Genn the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +12 Changes stats: +4 Dex Changes resistances: +3% nature Physical save: +3 (+1 eff.) Blindness immunity: +20% Confusion immunity: +10% Only die when reaching: -20.00 life Amulets make your neck look great! |
This item will automatically be transmogrified when you leave the level.psionicist's steel ring Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+3 eff.) Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.steel dagger (Madness) (12-16 power, 6 apr) Requires: - Dexterity 16 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.5 - 16.2 Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Curse of Madness Sharp, short and deadly. |
Bill's Tree Trunk (Corpses) (30-51 power, 7 apr)Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.0 - 51.0 Uses stat: 130% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Curse of Corpses It can be used to activate talent Shattering Blow (costing 20 power out of 20/20) : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 36% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
This item will automatically be transmogrified when you leave the level.Mayira (Nightmares) Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 When wielded/worn: Accuracy: +16 (+8 eff.) Physical crit. chance: +2.0% Ammo reloads per turn: +2 Damage when hit (Melee): 2 mind Changes damage: +12% mind Stamina each turn: +3.00 Mental crit. chance: +1% Curse of Nightmares Slings are used to hurl stones or metal shots at your foes. |
Elissra (Misfortune) (10 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Defense: +10 (+3 eff.) Damage (Melee): 7 nature Changes resistances: +2% physical / +6% nature / +6% mind Changes damage: +5% nature Healing mod.: +15% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level.cleansing dwarven-steel plate armour of cold resistance (Shrouds) (0 def, 11 armour) Requires: - Massive armour training - Strength 35 Infused by arcane disrupting forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Changes resistances: +12% blight / +20% cold / +10% nature Curse of Shrouds A suit of armour made of metal plates. |
6 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
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 Latent Damage Type: Acid 보석은 아주 값진 물건이며, 마법적인 의식에도 사용됩니다. |
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. |
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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 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. |
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. |
miner's iron pickaxe (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 spinel0.00 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. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 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.(102 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
scorching brass lantern of clarityPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 12 fire Changes resistances: +6% fire Mental save: +6 (+3 eff.) Light radius: +3 See stealth: +5 See invisible: +6 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. |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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. |
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. |
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. |
6 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% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 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. |
2 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 보석은 아주 값진 물건이며, 마법적인 의식에도 사용됩니다. |
6 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By apex the Cornac Adventurer level 11
46th Dusk 122nd year of Ascendancy at 01:21 see stats
Level 10
Got a character to level 10.By apex the Cornac Adventurer level 10
12nd Dusk 122nd year of Ascendancy at 00:47 see stats
The secret city
Discovered the truth about mages.By apex the Cornac Adventurer level 9
5th Mirth 122nd year of Ascendancy at 13:10 see stats
Log
Worm that walks misses apex.
Worm that walks receives 9 healing from Ruin.
Worm that walks hits apex for (9 parried), 11 blight, 10 light, 21 blight (41 total damage).
apex misses Worm that walks.
apex misses Worm that walks.
Worm that walks misses apex.
Worm that walks misses apex.
apex misses Worm that walks.
apex hits Worm that walks for 12 physical damage.
Worm that walks stops regenerating health quickly.
Worm that walks casts Worm Rot.
Apex is afflicted by a terrible worm rot!
Worm that walks misses apex.
Worm that walks misses apex.
Worm Rot from Worm that walks hits apex for 38 blight, 25 acid (63 total damage).
apex misses Worm that walks.
Worm that walks is being stalked by apex!
apex hits Worm that walks for 11 physical damage.
Worm that walks casts Drain.
Worm that walks misses apex.
Worm that walks receives 9 healing from Ruin.
Worm that walks hits apex for 181 blight, 23 blight, 21 blight, 8 fire (233 total damage).
Worm Rot from Worm that walks hits apex for 38 blight, 25 acid (63 total damage).
apex the level 13 cornac adventurer was dissolved to death by a worm that walks on level 3 of Old Forest.
A carrion worm mass bursts out of Apex!
Apex is free from the worm rot.
Worm that walks is no longer being stalked by apex.



































































