Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.1 |
| Addons | Items Vault 1.0.1 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Anorithil |
| Level / Exp | 26 / 88% |
| Size | medium |
| Lifes / Deaths | Killed by Layitira the Guardian at level 24 on the 5th Decay 122nd year of Ascendancy at 20:38 3 / 3Killed by orc blood mage at level 24 on the 6th Decay 122nd year of Ascendancy at 00:51 Killed by Ivussra the armoured skeleton warrior at level 26 on the 28th Regrowth 123rd year of Ascendancy at 15:07 |
Primary Stats
| Strength | 10 (base 10) |
| Dexterity | 10 (base 10) |
| Constitution | 41 (base 35) |
| Magic | 55 (base 46) |
| Willpower | 20 (base 10) |
| Cunning | 51 (base 40) |
Resources
| Life | 630/630 |
| Mana | 356/356 |
| Negative | 85/125 |
| Positive | 109/125 |
| Healing Factor | 1.46 |
| Regeneration | 0.36500000000001 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -60% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
Offense: Mainhand
| Damage | 29 |
| Accuracy | 4 |
| Crit Chance | 17% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 47 |
| Crit Chance | 35% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27.2 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +10% |
| Blight | +5% |
| Physical | +10% |
| Cold | +9% |
| All | 0% |
| Lightning | +9% |
| Light | +8% |
| Temporal | +8% |
| Darkness | +57% |
| Arcane | +6% |
| Fire | +5% |
| Nature | +28% |
Offense: Damage Penetration
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 6 (30%) |
| Defense | 9 |
| Ranged Defense | 9 |
| Fatigue | 0 |
| Physical Save | 21.925 |
| Spell Save | 25.125 |
| Mental Save | 28.425 |
Defense: Resistances
| Darkness | + 36%( 70%) |
| Temporal | + 16%( 70%) |
| Blight | + 36%( 80%) |
| All | + 9%( 70%) |
| Cold | + 61%( 70%) |
| Nature | + 36%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 mental, physical effects and reduce all damage taken by 15% for 4 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 182 damage for 5 turns. The effect will scale with your magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 250 life over 5 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 81 with a minimum range of 15. Its effects scale with your Magic stat. |
Class Talents
| Celestial / Eclipse | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Celestial / Glyphs | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Circles | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Twilight | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Star fury | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Celestial / Sun | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Celestial / Hymns | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
| beneficial effect | The target is protected by the Eidolon, no creature may harm it (except self-harm). Protected by the Eidolon |
| beneficial effect | The target filled with the spirit of the bunnies! This looks very very cute! Also whenever you deal damage you have 5% chances to turn into a vorpal bunny, increasing your critical chance by %10. Bunnyficated! |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 6 of Dreadfell. Escort: lone alchemist (level 6 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Heart of the Gloom. Escort: lost warrior (level 2 of Heart of the Gloom)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the lost warrior from death by ghoulking. Escort: lost warrior (level 7 of Dreadfell) | failed |
You failed to protect the repented thief from death by barrow wight. Escort: repented thief (level 2 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Heart of the Gloom. Escort: worried loremaster (level 1 of Heart of the Gloom)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 have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the Dragon. | active |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | 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. | 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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed vial of elder vampire blood. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * You've found the needed minotaur nose. * You've found the needed warg claw. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed green worm. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed bloated horror heart. * '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.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 within1 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 | healer's alchemist's lamp of health healer's alchemist's lamp of healthInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Maximum life: +54.00 Light radius: +3 Healing mod.: +16% A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Eye of the Forest (4 def, 0 armour) Eye of the Forest (4 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +4 Changes stats: +6 Cun / +3 Wil Changes resistances: +10% blight Changes resistances cap: +10% blight Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 Blindness immunity: +100% It can be used to activate talent Earth's Eyes (costing 50 power out of 50/50) : Effective talent level: 2.0 Power cost: 50 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around your in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
| Tool | warded yew totem of thorny skin [power 38] (20 cooldown) warded yew totem of thorny skin [power 38] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Maximum wards: +1 nature / +2 acid / +2 light Talent granted: +1 Ward It can be used to hardens the skin for 6 turns increasing armour by 38 and armour hardiness by 50%, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
| On fingers | wizard's steel ring of darkness (+22%) wizard's steel ring of darkness (+22%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Mag Changes resistances: +22% darkness Changes damage: +11% darkness Spell save: +4 Rings can have magical properties. |
| On fingers | Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a tidal wave, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% cold / +20% nature / +20% blight Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | shimmering elven-wood starstaff of illumination (25-30 power, 5 apr, darkness damage) shimmering elven-wood starstaff of illumination (25-30 power, 5 apr, darkness damage)Requires: - Magic 35 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 100% Mag Damage type: Darkness Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% darkness Talent granted: +1 Command Staff Maximum mana: +36.00 Spellpower: +12 Spell crit. chance: +4% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 90.41 light damage. Staves designed for wielders of magic, by the greats of the art. |
| 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): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
| Main armor | stargazer's cashmere robe of power (2 def, 0 armour) stargazer's cashmere robe of power (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 Changes stats: +2 Cun Changes damage: +10% physical / +6% arcane / +5% fire / +9% cold / +9% lightning / +10% acid / +8% nature / +5% blight / +8% light / +13% darkness Spellpower: +12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | thick linen cloak of stability (1 def, 5 armour) thick linen cloak of stability (1 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 Changes resistances: +12% cold Physical save: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Inventory
regeneration infusion (heal 241 over 5 turns) regeneration infusion (heal 241 over 5 turns)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: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 241 life over 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. |
sneak's heroism infusion (+12 for 7 turns, die at -455) sneak's heroism infusion (+12 for 7 turns, die at -455)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: 21 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 12 for 7 turns. Also while Heroism is active, you will only die when reaching -455 life. However, when below 0 you cannot see how much life you have left, and you will die if you did not heal before the effect ends. It will always increase your three highest stats. 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. |
titan's healing infusion (heal 185) titan's healing infusion (heal 185)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: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 185 life. Its effects scale with your Constitution 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. |
titan's regeneration infusion (heal 228 over 5 turns) titan's regeneration infusion (heal 228 over 5 turns)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: 14 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 Constitution 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. |
wizard's movement infusion (756% speed; 4 turns) wizard's movement infusion (756% speed; 4 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: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 756% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic 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. |
Blood of Life Blood of LifeInfused by nature 0.40 Encumbrance. Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Rune of the Rift (230.00 temporal damage, removed from time 4 turns) Rune of the Rift (230.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4.00 Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Inflicts 248.40 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 60 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. 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. |
This item will automatically be transmogrified when you leave the level. manasurge rune (1276% regen over 10 turns; 64 instant mana)manasurge rune (1276% regen over 10 turns; 64 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 1276% over 10 turns and instantly restoring 64 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 ability. |
This item will automatically be transmogrified when you leave the level. phase door rune (range 7; power 19; dur 4)phase door rune (range 7; power 19; dur 4) 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: 9 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 7. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. 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. |
This item will automatically be transmogrified when you leave the level. phase door rune (range 7; power 31; dur 6)phase door rune (range 7; power 31; dur 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: 9 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 7. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 31%, your defense is increased by 31 and all your resistances by 31%. 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 heat beam rune (280 fire damage) sneak's heat beam rune (280 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6.00 Cooldown: 20 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of heat, doing 280.14 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. 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. |
wizard's frozen spear rune (290 cold damage) wizard's frozen spear rune (290 cold damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6.00 Cooldown: 23 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a bolt of ice, doing 289.94 cold damage with a chance to freeze the target. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Magic 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. |
Choker of Dread Choker of DreadPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 Blindness immunity: +100% Spellpower: +5 See invisible: +10 It can be used to summon an elder vampire to your side, costing 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
Salatha SalathaCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Cun / +2 Con Critical mult.: +10.00% Psi per kill: +2.00 Rings can have magical properties. |
psionicist's gold ring of darkness (+26%) psionicist's gold ring of darkness (+26%)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Wil Changes resistances: +26% darkness Changes damage: +13% darkness Mental save: +4 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. flaming dwarven-steel dagger of projection (21-27.3 power, 7 apr)flaming dwarven-steel dagger of projection (21-27.3 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 Base power: 21.0 - 27.3 Uses stats: 45% Str, 45% Dex Damage type: Physical Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Damage when this weapon hits: +7 mind Burst (radius 1) on hit: +11 fire It can be used to project an attack as mind damage doing 100% weapon damage, placing all other charms into a 6 cooldown. Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. reinforced leather sling of lightningreinforced leather sling of lightning Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 4 Attack speed: 80% Firing range: +9 Damage when this weapon hits(ranged): +13 lightning When wielded/worn: Changes damage: +12% lightning Slings are used to hurl stones or metal shots at your foes. |
Ulirim the yew magestaff (20-24 power, 4 apr, arcane damage) Ulirim the yew magestaff (20-24 power, 4 apr, arcane damage)Requires: - Magic 24 Powered by arcane forces Crafted by a master 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: Arcane Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Mag / +3 Wil Changes damage: +20% arcane Talent granted: +1 Command Staff Critical mult.: +26.00% Disarm immunity: +5% Maximum mana: +28.00 Spellpower: +14 Spell crit. chance: +3% Effect duration reduction after a teleport: +30% Staves designed for wielders of magic, by the greats of the art. |
greater yew starstaff of fate (20-24 power, 4 apr, darkness damage) greater yew starstaff of fate (20-24 power, 4 apr, darkness damage)Requires: - Magic 24 Powered by arcane 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: Darkness Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% physical / +20% temporal / +20% darkness / +20% light Talent granted: +1 Command Staff Physical save: +4 Spell save: +3 Mental save: +2 Spellpower: +9 Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. shimmering elven-wood vilestaff of projection (25-30 power, 5 apr, darkness damage)shimmering elven-wood vilestaff of projection (25-30 power, 5 apr, darkness damage) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 100% Mag Damage type: Darkness Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% darkness Talent granted: +1 Command Staff Maximum mana: +47.00 Spellpower: +12 Spell crit. chance: +4% It can be used to projects a bolt from the staff, placing all other charms into a 5 cooldown. Staves designed for wielders of magic, by the greats of the art. |
Emblem of Evasion Emblem of EvasionCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 2 When wielded/worn: Ranged Defense: +8 Changes stats: +5 Dex / +3 Cun / +2 Lck Slows Projectiles: +20% It can be used to activate talent Evasion (costing 40 power out of 40/40) : Effective talent level: 2.6 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 28% chance to completely evade them for 7 turns. Duration increases with your Willpower, and the chance to evade improves with your Cunning and Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 2 It is part of a set of items. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Spider-Silk Robe of Spydrรซ (10 def, 15 armour) Spider-Silk Robe of Spydrรซ (10 def, 15 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +40% Defense: +10 Changes stats: +5 Con / +4 Wil Damage when the wearer is hit: 20 poison / 20 slime Changes resistances: +30% nature Changes damage: +10% nature / +10% mind / +10% acid Physical save: +10 Spell save: +10 Mindpower: +10 Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Snow Giant Wraps (0 def, 2 armour) Snow Giant Wraps (0 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 3 It is part of a set of items. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: 10.00 Travel Speed: instantaneous Is: a nature gift Description: Throws a huge boulder at a target, damaging it for 22.00 and knocking it back. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Storm Bringer's Gauntlets (0 def, 3 armour) Storm Bringer's Gauntlets (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Mag Changes resistances: +15% lightning Changes resistances cap: +5% lightning Changes damage: +10% lightning Critical mult.: +20.00% Spell crit. chance: +5% It can be used to activate talent Chain Lightning (costing 16 power out of 16/16) : Effective talent level: 3.0 Power cost: 16 out of 16/16. Range: 10.00 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 45.17 to 135.52 damage and forking to another target. It can hit up to 6 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery but odds are the crafter knew a thing or two about magic. |
blighted rough leather gloves of strength (+2) (0 def, 1 armour) blighted rough leather gloves of strength (+2) (0 def, 1 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 Armour: +1 Changes stats: +2 Str Damage when the wearer hits(melee): 5 blight Changes resistances: +5% blight Changes damage: +4% blight Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Lisenor (0 def, 1 armour) Lisenor (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: +2 Dex Changes resistances penetration: +5% mind Changes damage: +18% mind Allows you to breathe in: water A cap made of leather. |
catburglar's rough leather cap (0 def, 1 armour) catburglar's rough leather cap (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: +4 Dex Changes resistances: +6% darkness Infravision radius: +1 A cap made of leather. |
prismatic rough leather cap of the depths (0 def, 1 armour) prismatic rough leather cap of the depths (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +11% darkness / +11% light Allows you to breathe in: water A cap made of leather. |
This item will automatically be transmogrified when you leave the level. fortifying stralite plate armour of the dragon (7 def, 13 armour)fortifying stralite plate armour of the dragon (7 def, 13 armour) Requires: - Strength 48 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 Fatigue: +26% Changes stats: +4 Str / +9 Con Changes resistances: +8% physical / +9% fire / +10% cold / +11% lightning / +6% acid Talent cooldown: Rush (-5 turns) Disarm immunity: +24% Stun/Freeze immunity: +29% Knockback immunity: +24% Maximum life: +49.00 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. slimey quiver of elven-wood arrows of accuracy (12/12, 41-57.4 power, 14 apr)slimey quiver of elven-wood arrows of accuracy (12/12, 41-57.4 power, 14 apr) Requires: - Dexterity 35 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 41.0 - 57.4 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy: +13 Armour Penetration: +14 Physical crit. chance: +2.5% Capacity: 12 Damage when this weapon hits(ranged): +9 slime Arrows are used with bows to pierce your foes to death. |
152 alchemist agate 152 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. |
8 aquamarine 8 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. |
4 lapis lazuli 4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
7 opal 7 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. |
6 topaz 6 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. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. A huge tooth taken from the Mouth, in the Deep Bellow. |
This item will automatically be transmogrified when you leave the level. dwarven-steel pickaxe of the badger (dig speed 17 turns)dwarven-steel pickaxe of the badger (dig speed 17 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 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. |
5 emerald 5 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Gems can be sold for money or used in arcane rituals. |
spinel 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. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind (remove a few detrimental mental effects), costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
2 garnet 2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Gems can be sold for money or used in arcane rituals. |
ruby ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Gems can be sold for money or used in arcane rituals. |
Rod of Annulment Rod of AnnulmentPowered by arcane forces 2.00 Encumbrance. Type: charm / rod ; tier 2 It can be used to force some of your foe's infusions, runes or talents on cooldown, costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
Transmogrification Chest 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), costing 0 power out of 1000/1000. This chest is an extension of Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, 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. |
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: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 48 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
quick iron torque of psychoportation [power 19] (20 cooldown) quick iron torque of psychoportation [power 19] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to teleport randomly (rad 19), placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
9 amethyst 9 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. |
6 quartz 6 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals. |
2 citrine 2 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. |
zircon 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
Bringer of Doom
Killed a Bringer of Doom.By Pumukli the Cornac Anorithil level 18
59th Dusk 122nd year of Ascendancy at 01:37 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Pumukli the Cornac Anorithil level 19
25th Haze 122nd year of Ascendancy at 09:17 see stats
Exterminator
Killed 1000 creatures.By Pumukli the Cornac Anorithil level 17
40th Dusk 122nd year of Ascendancy at 15:06 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Pumukli the Cornac Anorithil level 23
62nd Haze 122nd year of Ascendancy at 00:39 see stats
Level 10
Got a character to level 10.By Pumukli the Cornac Anorithil level 10
7th Mirth 122nd year of Ascendancy at 12:12 see stats
Level 20
Got a character to level 20.By Pumukli the Cornac Anorithil level 20
43rd Haze 122nd year of Ascendancy at 10:46 see stats
Lost in translation
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Pumukli the Cornac Anorithil level 4
78th Pyre 122nd year of Ascendancy at 02:06 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Pumukli the Cornac Anorithil level 18
58th Dusk 122nd year of Ascendancy at 08:16 see stats
The Arena
Unlocked Arena mode.By Pumukli the Cornac Anorithil level 8
4th Mirth 122nd year of Ascendancy at 23:09 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Pumukli the Cornac Anorithil level 19
11st Haze 122nd year of Ascendancy at 15:54 see stats
The secret city
Discovered the truth about mages.By Pumukli the Cornac Anorithil level 13
18th Dusk 122nd year of Ascendancy at 07:55 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers compound.By Pumukli the Cornac Anorithil level 19
11st Haze 122nd year of Ascendancy at 03:59 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Pumukli the Cornac Anorithil level 18
59th Dusk 122nd year of Ascendancy at 02:39 see stats
Log
Ivussra the armoured skeleton warrior uses Telekinetic Smash.
The damage shield reflects 41 damage back to Ivussra the armoured skeleton warrior!
Your shield crumbles under the damage!
The shield around Pumukli crumbles.
Ivussra the armoured skeleton warrior hits Pumukli for 225 physical, 7 mind, 7 darkness, 30 physical damage (total 266.13).
Pumukli hits Ivussra the armoured skeleton warrior for 58 darkness damage.
Pumukli casts Moonlight Ray.
Pumukli hits Ivussra the armoured skeleton warrior for 250 darkness damage.
Talent Searing Light is ready to use.
Ivussra the armoured skeleton warrior uses Death Blow.
Ivussra the armoured skeleton warrior performs a critical strike!
Pumukli unleashes the fury of his.
Ivussra the armoured skeleton warrior hits Pumukli for 376 physical damage.
Ivussra the armoured skeleton warrior killed Pumukli!
Pumukli hits Ivussra the armoured skeleton warrior for 58 darkness damage.
Pumukli the level 26 cornac anorithil was torn limb from limb to death by Ivussra the armoured skeleton warrior on level 7 of Dreadfell.
You have 3 life(s) left.
Pumukli rearms.
Pumukli is no longer surging arcane power.
Pumukli is a less furious bunny.
Pumukli deactivates Corona.
Pumukli deactivates Hymn of Perseverance.
Pumukli deactivates Premonition.
The protective shield of Pumukli disappears.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving done.
Saving done.
Saving game...
