














Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Rogue |
| Level / Exp | 22 / 56% |
| Size | big |
| Lifes / Deaths | Killed by Beloda the slaver at level 11 on the 25th Dusk 122nd year of Ascendancy at 01:23 0 / 7Killed by Nerikira the broken golem at level 12 on the 53rd Dusk 122nd year of Ascendancy at 22:17 Killed by worm that walks at level 16 on the 43rd Haze 122nd year of Ascendancy at 19:07 Killed by worm that walks at level 17 on the 44th Haze 122nd year of Ascendancy at 00:22 Killed by Urkis, the High Tempest at level 22 on the 53rd Regrowth 123rd year of Ascendancy at 13:11 Killed by Urkis, the High Tempest at level 22 on the 53rd Regrowth 123rd year of Ascendancy at 13:49 Killed by Urkis, the High Tempest at level 22 on the 53rd Regrowth 123rd year of Ascendancy at 15:32 |
Primary Stats
| Strength | 26 (base 11) |
| Dexterity | 71 (base 49) |
| Constitution | 22 (base 10) |
| Magic | 29 (base 10) |
| Willpower | 28 (base 10) |
| Cunning | 70 (base 48) |
Resources
| Life | -159/442 |
| Stamina | 208/208 |
| Healing Factor | 1.2124166372473 |
| Regeneration | 6.1227040180989 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +39% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 5 |
| See Stealth | 57.626821317994 |
| See Invisible | 58.626821317994 |
Offense: Mainhand
| Damage | 90 |
| Accuracy | 56 |
| Crit Chance | 38% |
| APR | 10 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 64 |
| Accuracy | 56 |
| Crit Chance | 35% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 29 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Mind
| Mindpower | 39 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +25% |
| Light | +16% |
| Cold | +25% |
| Darkness | +5% |
| Arcane | +25% |
| Fire | +37% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +45% |
| Light | +10% |
| Cold | +35% |
| Darkness | +10% |
| Arcane | +25% |
| Mind | +20% |
| Fire | +25% |
Defense: Base
| Armour (hardiness) | 15 (69.687909656376%) |
| Defense | 68 |
| Ranged Defense | 68 |
| Fatigue | 0 |
| Physical Save | 25 |
| Spell Save | 20 |
| Mental Save | 38 |
Defense: Resistances
| Lightning | + 39%( 70%) |
| Nature | + 3%( 70%) |
| Darkness | + 10%( 70%) |
| Blight | + 6%( 70%) |
| Cold | + 8%( 70%) |
| Fire | + 27%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 10% |
| Disarm Resistance | 24% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 10% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 162 life over 5 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 328 damage for 4 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 186 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 6 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 222.70 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. |
Class Talents
| Technique / Duelist | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Artifice | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Throwing knives | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.49 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Lethality | 1.49 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| 5/5 |
Effects
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | Target is drenched with magical water, halving its stun resistance. Wet |
| beneficial effect | Has 7 throwing knives prepared: 7 KnivesRange: 7 Net Damage: 114 - 160 Accuracy: 71 (knife) APR: 12 Crit Chance: +43% Crit mult: 189% Uses Stats: 50% Cun, 70% Dex |
| detrimental effect | The target is in the center of a lightning hurricane, doing 40.07 to 120.22 lightning damage to itself and others around every turn. Hurricane |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | Parrying melee and ranged attacks: Has a 74% chance to deflect up to 22 damage from the next 2.8 attack(s). Parried attacks cannot crit. Parrying |
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 |
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 Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved Strength by +5. | done |
You failed to protect the repented thief from death by giant venus flytrap. Escort: repented thief (level 2 of Old Forest) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
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. | 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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed green worm. * You've found the needed bloated horror heart. Marus of Elvala has completed an elixir of the savior without your aid. Agrimley the hermit needs your help making an elixir of serendipity. 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 vampire lord fang. You should definitely consider not pricking yourself with it.' You have aided Agrimley the hermit in creating an elixir of focus. | 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 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 |
Equipment
| On feet | Neryrelle (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Dex / +3 Wil / +7 Lck Changes resistances: +15% lightning Changes resistances penetration: +10% mind Stealth bonus: +7 Stun/Freeze immunity: +20% Only die when reaching: -40.00 life A pair of boots made of leather. |
| Light source | Stoketickler the alchemist's lampInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 4 mind Changes resistances: +12% lightning / +18% fire Changes resistances penetration: +10% lightning Changes damage: +12% fire Mental save: +7 (+3 eff.) Light radius: +4 See stealth: +12 See invisible: +13 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Radiancebore the hardened leather cap (30 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Defense: +30 (+7 eff.) Fatigue: +3% Changes resistances: +8% cold / +9% fire Only die when reaching: -60.00 life Light radius: +2 Infravision radius: +2 A cap made of leather. |
| On hands | Splendourgash (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +2 Effects on melee hit: * 10% chance to reduce all saves and defense by 25 * 10% chance to reduce strength, dexterity, and constitution by 17 Damage when hit (Melee): 8 mind / 2 blight Changes resistances: +6% blight Changes resistances penetration: +10% light Physical save: +6 (+3 eff.) Mental save: +5 (+2 eff.) Disarm immunity: +24% Light radius: +1 When used to modify unarmed attacks: Base power: 17.0 - 18.7 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +8 Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Perfect Control (10% chance level 3). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Axe of Fluffy Evil Axe of Fluffy EvilPowered by unknown forces 4.00 Encumbrance. [Unique] Type: misc / axe It can be used to create a ... clockwork gnome Activation costs 40 power out of 24/50. It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
| On fingers | Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
| On fingers | steel onyx ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 18 light Damage (Ranged): 18 light Changes stats: +3 Str / +3 Dex / +5 Mag / +3 Wil / +3 Cun / +3 Con Changes damage: +13% light Rings make your fingers look great! |
| Around neck | wanderer's steel amulet of perfection (0.19 Cunning / Survival,0.19 Cunning / Lethality)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +4 Dex / +4 Cun / +5 Con Talent masteries: +0.19 Cunning / Survival +0.19 Cunning / Lethality Life regen: +2.00 Stamina each turn: +0.30 Movement speed: +10% Amulets make your neck look great! |
| In main hand | Umbral Razor (25-32 power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 50% Cun, 15% Mag, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 16 power out of 20/20) : Effective talent level: 3.0 Power cost: 16 out of 20/20. Range: 10 Travel Speed: 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 68.68 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
| Around waist | monstrous rough leather belt of lifeInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +3 Str / +4 Con Physical save: +6 (+3 eff.) Life regen: +0.80 Healing mod.: +11% Size category: +1 A belt that goes around your waist. |
| In off hand | Wretchsage (15-20 power, 7 apr)Requires: - Dexterity 24 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (radius 2) on crit: +22 lightning / +16 cold When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 52% Changes stats: +4 Wil Changes resistances penetration: +10% lightning / +10% cold Mental save: +9 (+3 eff.) Confusion immunity: +10% Life regen: +2.00 Movement speed: +29% Sharp, short and deadly. |
| Cloak | Sunrigor (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +1 Cun / +2 Dex Changes resistances: +3% nature Changes resistances penetration: +10% mind Changes damage: +3% light Critical mult.: +15.00% Light radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | duelist's cured leather armour of thunder (9 def, 7 armour)Requires: - Strength 14 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Physical crit. chance: +4.0% Physical power: +10 (+3 eff.) Armour: +7 Defense: +9 (+2 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Mag / +3 Wil / +4 Cun Changes resistances: +12% lightning Spellpower: +10 (+5 eff.) Spell crit. chance: +6% Mindpower: +11 (+4 eff.) Mental crit. chance: +5% A suit of armour made of leather. |
Inventory
This item will automatically be transmogrified when you leave the level.ethereal rune (power 16; resist 29%; move 45%; dur 5; cd 21) 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: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 29% all resistance, you move 45% faster, and you are invisible (power 16). 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. |
This item will automatically be transmogrified when you leave the level.steel battleaxe (18-28 power, 2 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 18.5 - 27.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% Massive two-handed battleaxes. |
stormbringer's ash longbow of enduringRequires: - Dexterity 16 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 Damage (radius 2) on crit: +8 lightning / +20 cold When wielded/worn: Changes stats: +11 Wil / +9 Con Changes resistances penetration: +8% lightning / +12% cold Maximum life: +30.00 Movement speed: +44% Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.steel waraxe 'Bukath' (10-14 power, 3 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 10.0 - 14.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +10 nature Damage (radius 2) on crit: +16 acid When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 26% Changes stats: +7 Dex Changes resistances: +12% acid Changes damage: +6% acid One-handed war axes. |
This item will automatically be transmogrified when you leave the level.radiant steel mail armour (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Fatigue: +12% Changes stats: +2 Wil Changes resistances: +14% blight / +14% darkness Light radius: +2 A suit of armour made of mail. |
barbed quiver of elm arrows (18/18, 24-34 power, 5 apr)Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 24.0 - 33.6 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +9.0% Capacity: 18 On weapon crit: * Wound the target dealing 178 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
Murktitan (dig speed 24 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +9 Physical power: +20 (+6 eff.) Changes stats: +5 Str Changes resistances: +2% physical Changes resistances penetration: +5% darkness Changes damage: +9% darkness Only die when reaching: -60.00 life When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 21 cooldown : Effective talent level: 5.2 Power cost: 21 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +103 accuracy and allowing you to attack creatures you cannot see without penalty for the next 6 turns. Allows you to dig a wall, remove a tree, create ways. |
2 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 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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 (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 162 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. |
yew totem of stinging [power 242] (12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to sting an enemy dealing 206 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
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% Latent Damage Type: Arcane 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 Gems can be sold for money or used in arcane rituals. |
Achievements
Exterminator
Killed 1000 creatures.By Grypht the Cornac Rogue level 20
41st Regrowth 123rd year of Ascendancy at 07:05 see stats
Level 10
Got a character to level 10.By Grypht the Cornac Rogue level 10
3rd Dusk 122nd year of Ascendancy at 01:33 see stats
Level 20
Got a character to level 20.By Grypht the Cornac Rogue level 20
24th Regrowth 123rd year of Ascendancy at 20:56 see stats
Merry wintertide!
Finish the Santascape event and free the little helper elves.By Grypht the Cornac Rogue level 20
24th Regrowth 123rd year of Ascendancy at 21:07 see stats
The Arena
Unlocked Arena mode.By Grypht the Cornac Rogue level 7
5th Flare 122nd year of Ascendancy at 08:38 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Grypht the Cornac Rogue level 11
26th Dusk 122nd year of Ascendancy at 05:31 see stats
The secret city
Discovered the truth about mages.By Grypht the Cornac Rogue level 14
34th Haze 122nd year of Ascendancy at 21:56 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By Grypht the Cornac Rogue level 20
41st Regrowth 123rd year of Ascendancy at 06:53 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Grypht the Cornac Rogue level 11
25th Dusk 122nd year of Ascendancy at 18:38 see stats
Unstoppable
Returned from the dead.By Grypht the Cornac Rogue level 22
53rd Regrowth 123rd year of Ascendancy at 13:50 see stats
Log
Grypht is free from the ice.
Urkis, the High Tempest casts Nova.
Grypht resists!
Urkis, the High Tempest hits Grypht for 84 lightning damage.
Melee retaliation hits Iceblock for 1 fire, 1 cold, 1 lightning, 1 arcane, 3 fire, 2 cold, 2 lightning, 2 arcane, 1 fire, 1 cold, 1 lightning, 1 arcane, 5 fire, 4 cold, 4 lightning, 4 arcane (29 total damage).
Grypht hits Iceblock for 17 fire, 15 cold, 15 lightning, 15 arcane, 17 fire, 15 cold, 15 lightning, 15 arcane, 7 fire, 6 cold, 6 lightning, 6 arcane, 27 fire, 25 cold, 25 arcane, 7 fire, 6 cold, 6 lightning, 6 arcane (244 total damage).
Thunderstorm hits Grypht for 29 lightning damage.
Grypht uses Rogue's Brew.
Grypht is cured!
Urkis, the High Tempest casts Freeze.
Grypht resists!
Urkis, the High Tempest hits Grypht for 234 cold damage.
Grypht receives 224 healing.
Thunderstorm hits Grypht for 24 lightning damage.
Grypht is dazed!
Talent Hidden Blades is ready to use.
Grypht uses Throwing Knives.
Urkis, the High Tempest casts Shock.
Thunderstorm hits Grypht for 33 lightning damage.
Grypht's Throwing Knife hits Urkis, the High Tempest for 13 fire, 12 cold, 6 lightning, 12 arcane, 2 fire, 2 cold, 1 lightning, 2 arcane (51 total damage).
Grypht is caught inside a Hurricane.
Urkis, the High Tempest's Shock hits Grypht for 159 lightning damage.
Grypht is not dazed anymore.
Hurricane from Urkis, the High Tempest hits Grypht for 82 lightning damage.
Thunderstorm hits Grypht for 32 lightning damage.
Grypht is dazed!
Grypht is not dazed anymore.














































































