












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Higher |
| Class | Archer |
| Level / Exp | 24 / 13% |
| Size | medium |
| Lifes / Deaths | Killed by thief at level 11 on the 3rd Flare 122nd year of Ascendancy at 12:08 1 / 5Killed by worm that walks at level 13 on the 4th Flare 122nd year of Ascendancy at 20:18 Killed by Eilinobretira the rattlesnake at level 13 on the 8th Flare 122nd year of Ascendancy at 10:04 Killed by pitfall trap at level 19 on the 77th Haze 122nd year of Ascendancy at 18:07 Killed by Belolrada the elder vampire at level 24 on the 15th Regrowth 123rd year of Ascendancy at 06:57 |
Primary Stats
| Strength | 33 (base 15) |
| Dexterity | 59 (base 48) |
| Constitution | 41 (base 31) |
| Magic | 14 (base 11) |
| Willpower | 20 (base 11) |
| Cunning | 32 (base 25) |
Resources
| Life | 635/635 |
| Mana | 288/288 |
| Stamina | 194/194 |
| Healing Factor | 1.2281403954778 |
| Regeneration | 3.9914562853029 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 7 |
| Infravision | 8 |
| See Stealth | 51.156612690121 |
| See Invisible | 51.156612690121 |
Offense: Mainhand
| Damage | 86 |
| Accuracy | 55 |
| Crit Chance | 13% |
| APR | 3 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 8 |
| Accuracy | 55 |
| Crit Chance | 9% |
| APR | 0 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 14 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +9% |
| Acid | +10% |
| Light | +18% |
| Nature | +10% |
| Darkness | +15% |
| Physical | +10% |
| Mind | +6% |
| All | 0% |
Offense: Damage Penetration
| Physical | +16% |
| Fire | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 21 (69.687909656376%) |
| Defense | 53 |
| Ranged Defense | 53 |
| Fatigue | 0 |
| Physical Save | 33 |
| Spell Save | 22 |
| Mental Save | 28 |
Defense: Resistances
| Darkness | + 8%( 70%) |
| Light | + 22%( 70%) |
| Nature | + 20%( 70%) |
| Mind | + 9%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 22% |
| Confusion Resistance | 21% |
| Silence Resistance | 21% |
| Instadeath Resistance | 100% |
| Blind Resistance | 29% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 and reflecting at most 170 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 97 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 585% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Sniper | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 2/5 |
| 1/5 |
| 4/5 |
| 2/5 |
| Cunning / Survival | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 |
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 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+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 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 |
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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed minotaur nose. * '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.' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed red crystal shard. 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 naga tongue. * You've found the needed giant spider spinneret. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed xorn fragment. | 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 |
Equipment
| On feet | undeterred pair of rough leather boots of speed (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego+] Arcane While equipped: offense ------ Move Speed +25% defense ------ Armor +1 Silence Resist +21% Confus Resist +21% Stun Resist +22% A pair of boots made of leather. |
| Quiver | Poxvault the pouch of dwarven-steel shots (19/19, 34-41 power, 3 apr)3.0 Encumbrance T3 shot ammo [Rare] Nature Weapon Damage 34.0 - 40.8 Physical Uses 70% Dex, 50% Cun Mastery Master Marksman Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 19 On-ranged-hit +8 nature +13 cold +8 darkness On-Hit, radius 1 +12 nature On-crit, radius 2 +8 light +10 cold On Hit: * 20% chance to reduce damage dealt by 14% Shots are used with slings to pummel your foes to death. |
| Light source | bright brass lantern of clarity2.0 Encumbrance T1 lite [Ego] Master/Psionic While equipped: defense ------ Mind save +5 (+2 eff.) other ------- Light +6 See Stealth +7 See Invisibility +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Steel Helm of Garkul (0 def, 6 armour)3.0 Encumbrance T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+6 eff.) Spell save +12 (+6 eff.) Mind save +12 (+6 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | umbral hardened leather gloves of dexterity (+4) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Arcane/Master While equipped: Stats +4 Dex offense ------ On-Hit 11 darkness Damage +6% darkness Accuracy +12 (+3 eff.) defense ------ Armor +2 Resistance +8% darkness Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | soothing elm totem of healing [power 116] (13 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 13 turn cooldown 100% to heal for 36. Natural totems are made by powerful wilders to store nature power. |
| On fingers | marksman's steel ring of nature (+20%)0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Dex offense ------ Damage +10% nature Accuracy +4 (+1 eff.) defense ------ Resistance +20% nature Rings make your fingers look great! |
| On fingers | warrior's steel ring of light (+22%)0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str offense ------ Damage +11% light defense ------ Armor +6 Resistance +22% light Rings make your fingers look great! |
| Around neck | steel amulet of the eclipse0.1 Encumbrance T2 amulet jewelry [Ego+] Arcane While equipped: offense ------ On-Hit 6 light 9 darkness Damage +7% light +6% darkness When Hit: * 7% chance to reduce damage dealt by 14% * 7% chance to blind Amulets make your neck look great! |
| In main hand | Gloryrerin4.0 Encumbrance T4 sling 1H weapon [Random Unique] Arcane/Master Mastery Master Marksman Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +9 On-ranged-hit +16 acid While equipped: Stats +4 Str +1 Dex +2 Mag +1 Con offense ------ Physical Power +6 (+2 eff.) Damage +10% acid +6% mind Ignore resists +16% physical defense ------ Resistance +9% mind Crit Resistance 10.00% Slings are used to hurl stones or metal shots at your foes. |
| Around waist | noble's rough leather belt of burglary1.0 Encumbrance T1 belt armor [Ego++] Master While equipped: Stats +3 Dex +4 Wil +7 Cun +6 Lck offense ------ Against +18% Summoned defense ------ Resist Against +15% Summoned Stealth +5 other ------- Disarm Traps +8 Infravision +3 A belt that goes around your waist. |
| In off hand | Star (10-13 power, 0 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. Weapon Damage 10.0 - 13.0 Light Uses 20% Str, 20% Dex Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 125% On Hit: * Deal 70 Light damage. While equipped: other ------- Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
| Cloak | Quenchfury (7 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: offense ------ Damage +3% darkness +9% cold Ignore resists +15% fire When Hit 4 fire On-Hit (Melee): * 20% chance to reduce damage dealt by 14% defense ------ Defense +7 (+2 eff.) Physical save +8 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Skin of Many (12 def, 6 armour)9.0 Encumbrance T2 light armor [Unique] Master While equipped: Stats +4 Con defense ------ Armor +6 Defense +12 (+4 eff.) Fatigue +7% Life +40.00 other ------- Infravision +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
Inventory
Rune of Dissipation ( )0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of the Rift (230.00 temporal damage, removed from time 4 turns)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 230.00 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the duelist (range 6; phase 17; cd 11)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 6 Cooldown: 11 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the wizard (power 17; resist 19%; move 43%; dur 5; cd 20)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 20 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 19% all resistance, you move 43% faster, and you are invisible (power 17). Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 242; dur 3; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 242 damage for 3 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper amulet of strength (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str Amulets make your neck look great! |
Poltergeist's Umbral Razor (25-32 power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 25.0 - 32.5 Physical Uses 50% Dex, 15% Mag, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +9.0% Attack Speed 100% Damage Conversion 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag offense ------ Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +5% darkness +4% all Ignore resists +10% darkness defense ------ Resistance +10% darkness Stealth +10 Invoke Darkness: Effective talent level: 3.0 Power cost 17 out of 20/20. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 60.51 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. |
ash longbow 'Arilemira'4.0 Encumbrance T2 longbow 2H weapon [Rare] Master Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 While equipped: offense ------ Physical Crit +3.0% Accuracy +11 (+3 eff.) defense ------ Resistance +3% fire +6% mind +3% nature Crit Resistance 10.00% Mind save +12 (+6 eff.) Cut Resist +10% Longbows are used to shoot arrows at your foes. |
mighty elm longbow4.0 Encumbrance T1 longbow 2H weapon [Ego] Master Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +6 While equipped: Stats +2 Str offense ------ Physical Power +9 (+3 eff.) Longbows are used to shoot arrows at your foes. |
Glinttrial4.0 Encumbrance T3 sling 1H weapon [Random Unique] Nature/Master Mastery Master Marksman Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +9 On-ranged-hit +8 fire On-Hit, radius 1 +4 light On-crit, radius 2 +15 lightning +5 cold While equipped: Stats +4 Cun offense ------ Physical Crit +7.0% Move Speed +28% Ignore resists +11% lightning +6% physical +9% cold Accuracy +7 (+2 eff.) defense ------ Resistance +6% light other ------- Light +1 Slings are used to hurl stones or metal shots at your foes. |
Grinegorn the Burnpiety1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: defense ------ Armor +2 Resistance +6% lightning +6% temporal +6% fire Healmod +10% Silence Resist +20% other ------- Infravision +1 A belt that goes around your waist. |
Chargenoon (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Physical Crit +2.0% Physical Power +2 (+0 eff.) Damage +3% lightning defense ------ Defense +1 (+0 eff.) Fatigue -2% Resistance +6% lightning +12% cold +3% nature Spell save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak of Eldoral (7 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats +2 Cun +1 Dex defense ------ Defense +7 (+2 eff.) Physical save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere robe of alchemy (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego+] Arcane While equipped: offense ------ Damage +11% acid +5% physical +7% fire +11% cold defense ------ Resistance +15% acid +12% physical +15% fire +13% cold +11% all other ------- Cooldown Refit Golem -2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's woollen robe of Angolwen (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego++] Arcane/Psionic While equipped: Stats +3 Mag +2 Wil offense ------ Spellpower +5 (+5 eff.) Spellpower/crit +3 defense ------ Resistance +12% darkness +11% mind +9% all Physical save +11 (+5 eff.) Spell save +11 (+5 eff.) Mind save +20 (+10 eff.) Silence Resist +22% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Psionic While equipped: offense ------ Mind Crit +2% Mindpower +2 (+1 eff.) defense ------ Resistance +9% all Mind save +15 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe of corrosion (+15%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Nature/Psionic While equipped: offense ------ Mind Crit +2% Mindpower +3 (+1 eff.) Damage +10% acid defense ------ Resistance +15% acid +9% all Mind save +17 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of rough leather boots of speed (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Arcane While equipped: offense ------ Move Speed +25% defense ------ Armor +1 A pair of boots made of leather. |
Spellhunt Remnants (1 def, 2 armour)1.5 Encumbrance T1 hands armor [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil offense ------ Mind Crit +3% Mindpower +4 (+2 eff.) Damage +5% nature Ignore resists +5% nature defense ------ Armor +2 Defense +1 (+0 eff.) Spell save +4 (+2 eff.) Life +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
hardened leather gloves of butchering (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego+] Disrupt While equipped: offense ------ Physical Power +5 (+1 eff.) Accuracy +7 (+2 eff.) Ignore Armor +7 defense ------ Armor +2 Resistance +7% blight Spell save +8 (+4 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
radiant hardened leather gloves of strength (+2) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Arcane/Master While equipped: Stats +2 Str offense ------ Physical Power +9 (+3 eff.) On-Hit 9 light Damage +5% light defense ------ Armor +2 Resistance +7% light Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cloud Caller (0 def, 0 armour)2.0 Encumbrance T1 head armor [Unique] Nature While equipped: offense ------ Damage +10% lightning +10% cold defense ------ Resistance +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Effective talent level: 1.0 Power cost 13 out of 30/30. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 24.81 to 74.43 lightning damage (49.62 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
troll-hide cured leather armour of Toknor (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego++] Nature/Master While equipped: offense ------ Physical Crit +4.0% Critical power +14.00% Physical Power +6 (+2 eff.) defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Life +31.00 Life Regen +3.30 Healmod +11% A suit of armour made of leather. |
shocking steel shield of lightning resistance (+17%) (0 def, 4 armour, 37.5 block)7.0 Encumbrance T2 shield armor [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit 8 lightning When Hit 3 lightning defense ------ Armor +4 Fatigue +8% Resistance +17% lightning other ------- Talents +1 Block Handheld deflection devices. |
barbed quiver of elm arrows of wind (21/21, 22-31 power, 5 apr)3.0 Encumbrance T1 arrow ammo [Ego+] Nature/Master Weapon Damage 22.0 - 30.8 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +10.0% Capacity 21 Projectile Speed +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 124 physical damage On Critical: * Wound the target dealing 174 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
high-capacity quiver of yew arrows of crippling (49/49, 30-43 power, 10 apr)3.0 Encumbrance T3 arrow ammo [Ego+] Master Weapon Damage 30.5 - 42.7 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +11.0% Capacity 49 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: other ------- Reload +2 Arrows are used with bows to pierce your foes to death. |
agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
3 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe (dig speed 36 turns)3.0 Encumbrance T1 digger tool [Normal] While equipped: Stats +1 Str While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 36 turns)3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str offense ------ Damage +6% nature defense ------ Resistance +10% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen0.0 Encumbrance heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+2 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Gwai's Burninator2.0 Encumbrance T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 328.00 fire damage (based on Magic). Uses 43 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Annulment (1/1)2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 26 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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 Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
Elenetondur (22/22, 43-52 power, 3 apr)3.0 Encumbrance T3 shot ammo [Rare] Master Weapon Damage 43.0 - 51.6 Physical Uses 70% Dex, 50% Cun Mastery Master Marksman Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +12.0% Capacity 22 Projectile Speed +200% On-ranged-hit +8 physical On-crit, radius 2 +8 acid On Critical: * Wound the target dealing 174 physical damage across 5 turns and reducing healing by 50% While equipped: other ------- Reload +4 Shots are used with slings to pummel your foes to death. |
steel torque of clear mind [power 2] (22 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 22 turn cooldown Torques are made by powerful psionics to store psionic powers. |
steel torque of gale force [power 155] (13 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 170 physical damage Puts all charms on 13 turn cooldown Torques are made by powerful psionics to store psionic powers. |
supercharged dwarven-steel torque of mindblast [power 285] (17 cooldown)2.0 Encumbrance T3 torque charm [Ego+] Psionic Blast the opponent's mind dealing 302 mind damage and silencing them for 4 turns Puts all charms on 17 turn cooldown Torques are made by powerful psionics to store psionic powers. |
elm totem of healing [power 110] (13 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 13 turn cooldown Natural totems are made by powerful wilders to store nature power. |
evasive yew totem of healing [power 248] (13 cooldown)2.0 Encumbrance T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 248 Puts all charms on 13 turn cooldown 100% to gain a 18% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
supercharged elm totem of summon tentacle [power 125] (27 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 250 Base Damage: 125 Armor: 7 All Resist: 2 Puts all charms on 27 turn cooldown Natural totems are made by powerful wilders to store nature power. |
9 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
cleansing ash wand of lightning storm [power 182] (13 cooldown)2.0 Encumbrance T2 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 36 lightning damage and will be dazed for 1 turn (182 total damage) Puts all charms on 13 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
focusing ash wand of shielding [power 194] (17 cooldown)2.0 Encumbrance T2 wand charm [Ego] Arcane Create a shield absorbing up to 194 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 turn cooldown 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom
Killed a Bringer of Doom.By Alex the Higher Archer level 21
1st Decay 122nd year of Ascendancy at 05:05 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Alex the Higher Archer level 19
56th Haze 122nd year of Ascendancy at 16:19 see stats
Exterminator
Killed 1000 creatures.By Alex the Higher Archer level 19
76th Haze 122nd year of Ascendancy at 23:43 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Alex the Higher Archer level 19
50th Haze 122nd year of Ascendancy at 04:52 see stats
Level 10
Got a character to level 10.By Alex the Higher Archer level 10
2nd Mirth 122nd year of Ascendancy at 04:37 see stats
Level 20
Got a character to level 20.By Alex the Higher Archer level 20
77th Haze 122nd year of Ascendancy at 22:41 see stats
The Arena
Unlocked Arena mode.By Alex the Higher Archer level 10
6th Mirth 122nd year of Ascendancy at 20:01 see stats
The secret city
Discovered the truth about mages.By Alex the Higher Archer level 18
44th Haze 122nd year of Ascendancy at 01:27 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By Alex the Higher Archer level 24
6th Regrowth 123rd year of Ascendancy at 00:41 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Alex the Higher Archer level 20
79th Haze 122nd year of Ascendancy at 08:27 see stats
Log
Talent Shadow Shot is ready to use.
Ran for 2 turns (stop reason: interesting character).
There is a A gate into Last Hope's graveyard here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
You are sent back to the material plane!
Saving game...
Saving done.
Today is the 16th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 13:43.
Talent Infusion: Movement is ready to use.
Ran for 2 turns (stop reason: hostile spotted to the southeast (ziguranth patrol)).
Today is the 17th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 03:43.
Talent Rune: Reflection Shield is ready to use.
Ran for 3 turns (stop reason: hostile spotted to the east (ziguranth patrol)).
Talent Vitality is ready to use.
Today is the 18th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:08.
There is a The entry to the old tower of Dreadfell here (press '' or right click to use).
Talent Trueshot is ready to use.
Talent Rune: Mirror Image is ready to use.
There is an exit to the worldmap here (press '' or right click to use).
































































































