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 | Rogue |
| Level / Exp | 19 / 79% |
| Size | medium |
| Lifes / Deaths | Killed by gwelgoroth at level 15 on the 10th Flare 122nd year of Ascendancy at 18:43 0 / 6Killed by gwelgoroth at level 15 on the 10th Flare 122nd year of Ascendancy at 19:14 Killed by Rantha the Worm at level 17 on the 24th Haze 122nd year of Ascendancy at 15:32 Killed by Rantha the Worm at level 17 on the 24th Haze 122nd year of Ascendancy at 16:22 Killed by war hound at level 18 on the 46th Haze 122nd year of Ascendancy at 06:41 Killed by armoured skeleton warrior at level 19 on the 61st Haze 122nd year of Ascendancy at 14:36 |
Primary Stats
| Strength | 14 (base 11) |
| Dexterity | 50 (base 45) |
| Constitution | 14 (base 14) |
| Magic | 10 (base 10) |
| Willpower | 15 (base 10) |
| Cunning | 53 (base 39) |
Resources
| Life | -134/361 |
| Stamina | 172/172 |
| Psi | 105/105 |
| Healing Factor | 1.1 |
| Regeneration | 2.035 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 60 |
| Accuracy | 38 |
| Crit Chance | 22% |
| APR | 21 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 98 |
| Accuracy | 38 |
| Crit Chance | 26% |
| APR | 44 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25.85 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +11% |
| Light | +10% |
| Darkness | +10% |
Offense: Damage Penetration
| Physical | +6% |
Defense: Base
| Armour (hardiness) | 4 (57.6%) |
| Defense | 38.781689976471 |
| Ranged Defense | 38.781689976471 |
| Fatigue | 0 |
| Physical Save | 9.8 |
| Spell Save | 8.75 |
| Mental Save | 28.4 |
Defense: Resistances
| Light | + 30%( 70%) |
| Temporal | + 11%( 70%) |
| Fire | + 5%( 70%) |
| Cold | + 5%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 82% |
| Confusion Resistance | 30% |
| Silence Resistance | 30% |
| Poison Resistance | 30% |
| Knockback Resistance | 23% |
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 28% for 6 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 228 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 230 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Cunning / Stealth | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Dual techniques | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Dual weapons | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Mobility | 0.92 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 5/5 |
Effects
| talent | Precision |
| detrimental effect | The target is maimed, unable to correctly wield a weapon. Disarmed |
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 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. | active |
You successfully escorted the lost anorithil to the recall portal on level 1 of Daikara. Escort: lost anorithil (level 1 of Daikara)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you gained talent category Technique / Mobility (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved talent Light of Foot (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Daikara. Escort: temporal explorer (level 2 of Daikara)As a reward you improved talent Dream Walk (+1 level(s)). | 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 have explored the Daikara and vanquished the Dragon. | done |
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 |
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. | 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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' | 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! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed, costing 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
| Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | insulating rough leather cap of the depths (0 def, 1 armour) insulating rough leather cap of the depths (0 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +5% cold / +5% fire Allows you to breathe in: water A cap made of leather. |
| On hands | rough leather gloves of strength (+3) (0 def, 1 armour) rough leather gloves of strength (+3) (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 Armour: +1 Changes stats: +3 Str Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On fingers | Flarespar FlaresparCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 Damage when the wearer hits(melee): 6 fire Damage when the wearer is hit: 12 acid Stun/Freeze immunity: +52% Life regen: +1.60 Rings can have magical properties. |
| On fingers | Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6.00 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 15 damage per turn. The damage will increase with your Mindpower. You do +4% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
| Around neck | anchoring steel amulet of mastery (0.12 Technique / Mobility) anchoring steel amulet of mastery (0.12 Technique / Mobility)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +11% temporal Talent mastery: +0.12 Technique / Mobility Knockback immunity: +23% Amulets can have magical properties. |
| In main hand | manaburning dwarven-steel dagger of shearing (16-20.8 power, 7 apr) manaburning dwarven-steel dagger of shearing (16-20.8 power, 7 apr)Requires: - Dexterity 24 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 Base power: 16.0 - 20.8 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Damage when this weapon hits: +12 manaburn When wielded/worn: Armour penetration: +6 Changes resistances penetration: +6% physical Changes damage: +6% physical Sharp, short and deadly. |
| Around waist | Neira's Memory Neira's MemoryPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 It can be used to generate a personnal shield, costing 20 power out of 20/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
| In off hand | Moon (30-39 power, 30 apr) Moon (30-39 power, 30 apr)Requires: - Dexterity 24 - Cunning 24 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 It is part of a set of items. Base power: 30.0 - 39.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +30 Physical crit. chance: +10.0% Attack speed: 100% Damage when this weapon hits: +20 darkness When wielded/worn: Changes damage: +10% darkness Light radius: -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light abound, it fades. |
| Cloak | Wind's Whisper (4 def, 0 armour) Wind's Whisper (4 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +4 Changes stats: +3 Dex Silence immunity: +30% Deflect projectiles away: +25% It can be used to activate talent Evasion (costing 50 power out of 50/50) : Effective talent level: 3.0 Power cost: 50 out of 50/50. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 41% chance to completely evade them for 6 turns. Duration increases with your Willpower, and the chance to evade improves with your Cunning and Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
| Main armor | Eel-skin armour (10 def, 1 armour) Eel-skin armour (10 def, 1 armour)Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +1 Defense: +10 Fatigue: +2% Changes stats: +3 Cun / +2 Dex Poison immunity: +30% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 18 power out of 50/50) : Effective talent level: 2.0 Power cost: 18 out of 50/50. Range: 10.00 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 35.72 to 107.15 damage. The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Inventory
Newly picked up sneak's movement infusion (762% speed; 5 turns)sneak's movement infusion (762% speed; 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 762% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning 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. |
wild infusion (resist 14%; cure physical) wild infusion (resist 14%; cure physical)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: 14 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 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. |
duelist's teleportation rune (range 85) duelist's teleportation rune (range 85)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: 18 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 85 with a minimum range of 15. 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. |
sneak's phase door rune (range 9) sneak's phase door rune (range 9)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 9. 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. |
sneak's teleportation rune (range 78) sneak's teleportation rune (range 78)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 78 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. |
Bethille BethillePowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Dex Damage when the wearer is hit: 4 temporal Grants telepathy: Humanoid/Orc Light radius: +1 Amulets can have magical properties. |
rogue's steel ring rogue's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 Changes stats: +3 Cun Rings can have magical properties. |
rogue's steel ring of physical power rogue's steel ring of physical power Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 Defense: +8 Changes stats: +4 Cun Rings can have magical properties. |
Unerring Scalpel (15-19.5 power, 25 apr) Unerring Scalpel (15-19.5 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 55% Dex, 45% Str Damage type: Physical Armour Penetration: +25 Physical crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Issylekor (12.5-17.5 power, 3 apr) Issylekor (12.5-17.5 power, 3 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Damage when this weapon hits: +12 mind When wielded/worn: Damage when the wearer hits(melee): 10 temporal Damage when the wearer is hit: 12 temporal Sharp, long, and deadly. |
Barkwinnow (15-21 power, 3 apr) Barkwinnow (15-21 power, 3 apr)Requires: - Strength 16 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 15.0 - 21.0 Uses stat: 100% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% When wielded/worn: Damage when the wearer hits(melee): 8 nature Changes damage: +18% nature / +18% temporal Blunt and deadly. |
Burnvalor (20-24 power, 4 apr, cold damage) Burnvalor (20-24 power, 4 apr, cold damage)Requires: - Magic 24 Infused by arcane disrupting forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 100% Mag Damage type: Cold Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Con / +5 Mag Changes damage: +9% fire / +20% cold Talent granted: +1 Command Staff Spellpower: +9 Spell crit. chance: +3% See invisible: +12 Staves designed for wielders of magic, by the greats of the art. |
stabilizing rough leather belt of valiance stabilizing rough leather belt of valianceCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +1 Wil Physical save: +6 Mental save: +5 Maximum life: +46.00 A belt that goes around your waist. |
Toriblek (2 def, 0 armour) Toriblek (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 Changes stats: +3 Cun Changes damage: +9% temporal Grants telepathy: Dragon A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Pitchstoker (0 def, 2 armour) Pitchstoker (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage when the wearer hits(melee): 8 temporal Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Newly picked up Greenworth (9/9, 20-28 power, 7 apr)Greenworth (9/9, 20-28 power, 7 apr) Requires: - Dexterity 16 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 20.0 - 28.0 Uses stats: 50% Str, 70% Dex Damage type: Physical Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 9 Damage when this weapon hits(ranged): +30 insidious poison / +24 slime Damage conversion: 30% arcane Arrows are used with bows to pierce your foes to death. |
Hornet Stingers (8/8, 20-28 power, 10 apr) Hornet Stingers (8/8, 20-28 power, 10 apr)Requires: - Dexterity 18 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 20.0 - 28.0 Uses stats: 70% Dex, 50% Str Damage type: Physical Armour Penetration: +10 Physical crit. chance: +5.0% Capacity: 8 Damage when this weapon hits(ranged): +10 crippling poison A vile poison drips from the tips of these arrows. |
Zubolaith (14/14, 16.5-23.1 power, 7 apr) Zubolaith (14/14, 16.5-23.1 power, 7 apr)Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 16.5 - 23.1 Uses stats: 50% Str, 70% Dex Damage type: Physical Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 14 Arrows are used with bows to pierce your foes to death. |
122 alchemist agate 122 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. |
2 aquamarine 2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all 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. |
iron pickaxe of the badger (dig speed 19 turns) iron pickaxe of the badger (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. Allows you to dig a wall, remove a tree, create ways. |
Hettedunasus HettedunasusInfused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +5 Dex Damage when the wearer is hit: 20 physical Changes resistances: +6% temporal 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. |
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 (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 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. |
Blazewither of psychoportation [power 30] (30 cooldown) Blazewither of psychoportation [power 30] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Damage when the wearer hits(melee): 10 darkness Changes resistances penetration: +20% lightning Changes damage: +9% lightning It can be used to teleport randomly (rad 30), placing all other charms into a 30 cooldown. Torques are made by powerful psionics to store psionic powers. |
Eilinuwen of psychoportation [power 28] (30 cooldown) Eilinuwen of psychoportation [power 28] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Damage when the wearer is hit: 20 acid Changes resistances: +15% acid Changes resistances penetration: +25% acid It can be used to teleport randomly (rad 28), placing all other charms into a 30 cooldown. Torques are made by powerful psionics to store psionic powers. |
Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 Mindpower: +3 It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 2.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 39 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
2 amethyst 2 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. |
Kilnidol of conjuration [power 90] (6 cooldown) Kilnidol of conjuration [power 90] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Damage when the wearer is hit: 16 fire Changes resistances: +27% fire Changes damage: +15% acid It can be used to fire a bolt of a random element (dam 45-90), placing all other charms into a 6 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
ametrine 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. |
Achievements
Bringer of Doom
Killed a Bringer of Doom.By Leon the Cornac Rogue level 17
24th Haze 122nd year of Ascendancy at 04:58 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Leon the Cornac Rogue level 18
42nd Haze 122nd year of Ascendancy at 12:21 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By Leon the Cornac Rogue level 16
22nd Haze 122nd year of Ascendancy at 07:45 see stats
Exterminator
Killed 1000 creatures.By Leon the Cornac Rogue level 19
59th Haze 122nd year of Ascendancy at 05:07 see stats
Fear me not!
Survived the Fearscape!By Leon the Cornac Rogue level 17
23rd Haze 122nd year of Ascendancy at 21:02 see stats
Level 10
Got a character to level 10.By Leon the Cornac Rogue level 10
8th Mirth 122nd year of Ascendancy at 13:35 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Leon the Cornac Rogue level 15
55th Dusk 122nd year of Ascendancy at 08:22 see stats
The Arena
Unlocked Arena mode.By Leon the Cornac Rogue level 7
78th Pyre 122nd year of Ascendancy at 10:10 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Leon the Cornac Rogue level 15
12nd Haze 122nd year of Ascendancy at 10:23 see stats
The secret city
Discovered the truth about mages.By Leon the Cornac Rogue level 9
4th Mirth 122nd year of Ascendancy at 08:10 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers compound.By Leon the Cornac Rogue level 15
11st Haze 122nd year of Ascendancy at 12:15 see stats
Log
Leon deactivates Stealth.
Armoured skeleton warrior hits Leon for 13 acid, 13 acid damage (total 26.00).
Leon hits armoured skeleton warrior for 61 physical, 0 arcane, 6 fire, 155 physical, 22 darkness, 6 fire damage (total 249.08).
Armoured skeleton warrior uses Disarm.
Leon is disarmed!
Armoured skeleton warrior hits Leon for 152 physical damage.
Leon hits armoured skeleton warrior for 11 acid damage.
Armoured skeleton warrior hits Leon for 13 acid damage.
Leon hits armoured skeleton warrior for 18 physical, 6 fire damage (total 23.76).
Armoured skeleton warrior uses Shield Pummel.
Armoured skeleton warrior misses Leon.
Armoured skeleton warrior hits Leon for 133 physical, 12 acid damage (total 144.73).
Leon hits armoured skeleton warrior for 11 acid damage.
Armoured skeleton warrior hits Leon for 13 acid damage.
Leon hits armoured skeleton warrior for 18 physical, 6 fire damage (total 23.76).
Armoured skeleton warrior uses Overpower.
Armoured skeleton warrior misses Leon.
Armoured skeleton warrior misses Leon.
Armoured skeleton warrior misses Leon.
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the south (armoured skeleton warrior)).
Armoured skeleton warrior hits Leon for 13 acid damage.
Leon hits armoured skeleton warrior for 17 physical, 6 fire damage (total 22.65).
Armoured skeleton warrior casts Rune: Lightning.
Saving done.
Saving done.
Saving game...
