Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.0 |
Addons | Items Vault 1.0.0 |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Higher |
Class | Archmage |
Level / Exp | 15 / 49% |
Size | medium |
Lifes / Deaths | Killed by Zubolaith the greater multi-hued wyrm at level 13 on the 13rd Dusk 122nd year of Ascendancy at 14:52 0 / 6Killed by gwelgoroth at level 13 on the 13rd Dusk 122nd year of Ascendancy at 20:35 Killed by gwelgoroth at level 14 on the 18th Dusk 122nd year of Ascendancy at 11:33 Killed by gwelgoroth at level 14 on the 18th Dusk 122nd year of Ascendancy at 12:22 Killed by ritch flamespitter at level 14 on the 23rd Dusk 122nd year of Ascendancy at 11:09 Killed by Layoretira the bandit at level 15 on the 32nd Dusk 122nd year of Ascendancy at 13:04 |
Primary Stats
Strength | 11 (base 10) |
Dexterity | 13 (base 10) |
Constitution | 25 (base 25) |
Magic | 33 (base 30) |
Willpower | 36 (base 28) |
Cunning | 11 (base 11) |
Resources
Life | -26/278 |
Mana | 215/311 |
Healing Factor | 1.3 |
Regeneration | 0.325 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +86.070797642506% |
Vision
Sight | 15 |
Lite | 2 |
Infravision | 5 |
See Stealth | 7 |
See Invisible | 6 |
Offense: Mainhand
Damage | 16 |
Accuracy | 13 |
Crit Chance | 4% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 39.5 |
Crit Chance | 9% |
Speed | 1 |
Offense: Mind
Mindpower | 24.8 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +16% |
Acid | +6% |
Temporal | +3% |
Blight | +9% |
Arcane | +6% |
Fire | +21% |
Cold | +6% |
Offense: Damage Penetration
Lightning | +20% |
Defense: Base
Armour (hardiness) | 8 (30%) |
Defense | 10.05 |
Ranged Defense | 22.727071441222 |
Fatigue | 0 |
Physical Save | 13.475 |
Spell Save | 22.5125 |
Mental Save | 17.325 |
Defense: Resistances
Lightning | + 15%( 70%) |
Temporal | + 5%( 70%) |
Blight | + 32%( 70%) |
All | 0%( 70%) |
Cold | + 32%( 70%) |
Nature | + 19%( 70%) |
Defense: Immunities
Silence Resistance | 25% |
Blind Resistance | 20% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical effects and reduce all damage taken by 14% for 6 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 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 11% for 4 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% over 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 112 life. Its effects scale with your Dexterity stat. |
Class Talents
Spell / Arcane | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Generic Talents
Spell / Aegis | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Higher | 1.00 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Feather Wind |
talent | Arcane Power |
detrimental effect | Reduces global action speed by 15%. Slow |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
detrimental effect | The target is poisoned and sick, doing 13.53 nature damage per turn. All damage it does is reduced by 19%. Numbing Poison |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Daikara. Escort: worried loremaster (level 2 of Daikara)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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | 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. | active |
Equipment
On feet | Sparkvenom (0 def, 1 armour) Sparkvenom (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when the wearer is hit: 12 blight Changes resistances penetration: +20% lightning Changes damage: +9% blight A pair of boots made of leather. |
Light source | Void Star Void StarPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 2 When wielded/worn: Changes damage: +6% arcane / +6% fire / +6% cold / +6% lightning / +6% acid Spell crit. chance: +5% Light radius: +2 It can be used to activate talent Echoes From The Void (costing 70 power out of 70/70) : Effective talent level: 2.0 Power cost: 70 out of 70/70. Range: 10.00 Travel Speed: instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 23.93 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star - deep black - and yet it somehow shines. |
On head | eldritch linen wizard hat (1 def, 0 armour) eldritch linen wizard hat (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Mana each turn: +0.70 Mana when hit: +0.90 Maximum mana: +43.00 It can be used to activate talent Manaflow, placing all other charms into a 40 cooldown : Effective talent level: 1.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 9 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 Changes stats: +5 Lck Trap disarming bonus: +5 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 course 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 it stinks. |
On fingers | Korain KorainPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Ranged Defense: +8 Changes resistances: +12% blight Silence immunity: +25% Rings can have magical properties. |
On fingers | marksman's steel ring of sensing marksman's steel ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 Changes stats: +2 Dex Blindness immunity: +20% See stealth: +7 See invisible: +6 Rings can have magical properties. |
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 | Spark's kiss (15-18 power, 3 apr, fire damage) Spark's kiss (15-18 power, 3 apr, fire damage)Requires: - Magic 16 Infused by psionic forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Fire Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +12 lightning Burst (radius 2) on crit: +12 lightning When wielded/worn: Changes stats: +4 Wil Changes damage: +15% fire Talent granted: +1 Command Staff Psi when firing a critical mind attack: +3.00 Spellpower: +6 Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
On hands | temporal rough leather gloves (0 def, 1 armour) temporal rough leather gloves (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage when the wearer hits(melee): 6 temporal Changes resistances: +5% temporal Changes damage: +3% temporal Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | woollen robe of lightning (+15%) (0 def, 0 armour) woollen robe of lightning (+15%) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +15% lightning Changes damage: +10% lightning A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | thick linen cloak (1 def, 6 armour) thick linen cloak (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 Changes resistances: +12% cold 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
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. The Blood of Life! It can let a living being resurrect in case of an untimely demise. But only once! |
psychic's vision rune (radius 9) psychic's vision rune (radius 9)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to get a vision of the area surrounding you (9 radius) and to allow you to see invisible and stealthed creatures (power 18) for 12 turns. Its effects scale with your Willpower 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. |
Newly picked up sneak's vision rune (radius 8)sneak's vision rune (radius 8) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to get a vision of the area surrounding you (8 radius) and to allow you to see invisible and stealthed creatures (power 17) for 15 turns. 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. |
clarifying steel amulet of mastery (0.12 Spell / Fire) clarifying steel amulet of mastery (0.12 Spell / Fire)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +11% mind Talent mastery: +0.12 Spell / Fire Confusion immunity: +26% Amulets can have magical properties. |
restful steel amulet restful steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Life regen: +0.40 Amulets can have magical properties. |
balanced steel battleaxe of vileness (17-25.5 power, 2 apr) balanced steel battleaxe of vileness (17-25.5 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 17.0 - 25.5 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% Damage when this weapon hits: +10 blight Burst (radius 2) on crit: +10 corrupted blood When wielded/worn: Accuracy: +8 Defense: +8 Massive two-handed battleaxes. |
arcing steel greatmaul (23.5-35.25 power, 2 apr) arcing steel greatmaul (23.5-35.25 power, 2 apr)Requires: - Strength 16 Powered by arcane forces 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 23.5 - 35.2 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% Special effect when this weapon hits: 25% chance for lightning to arc to a second target Damage when this weapon hits: +8 lightning Massive two-handed maul. |
steel greatsword (21.5-34.4 power, 2 apr) steel greatsword (21.5-34.4 power, 2 apr)Requires: - Strength 16 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 21.5 - 34.4 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% Massive two-handed swords. |
Yviretha YvirethaRequires: - Dexterity 16 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Attack speed: 80% Firing range: +7 Damage conversion: 40% mind When wielded/worn: Changes stats: +5 Mag Mana each turn: +0.24 Longbows are used to shoot arrows at your foes. |
ranger's ash longbow ranger's ash longbowRequires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Attack speed: 80% Firing range: +8 When wielded/worn: Changes stats: +2 Dex Longbows are used to shoot arrows at your foes. |
acidic steel longsword of paradox (10-14 power, 3 apr) acidic steel longsword of paradox (10-14 power, 3 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 10.0 - 14.0 Uses stat: 100% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Special effect when this weapon crits: splashes the target with acid Damage when this weapon hits: +6 acid / +6 temporal When wielded/worn: Damage when the wearer is hit: 7 temporal Changes resistances: +7% temporal Sharp, long, and deadly. |
steel mace of ruin (13.5-18.9 power, 3 apr) steel mace of ruin (13.5-18.9 power, 3 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 13.5 - 18.9 Uses stat: 100% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% When wielded/worn: Armour penetration: +7 Physical crit. chance: +5.0% Critical mult.: +12.00% Blunt and deadly. |
Newly picked up mighty cured leather slingmighty cured leather sling Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Attack speed: 80% Firing range: +7 When wielded/worn: Physical power: +7 Changes stats: +2 Str Slings are used to hurl stones or metal shots at your foes. |
ash magestaff (15-18 power, 3 apr, fire damage) ash magestaff (15-18 power, 3 apr, fire damage)Requires: - Magic 16 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Fire Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% fire Talent granted: +1 Command Staff Spellpower: +6 Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
ash vilestaff (15-18 power, 3 apr, darkness damage) ash vilestaff (15-18 power, 3 apr, darkness damage)Requires: - Magic 16 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Darkness Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% darkness Talent granted: +1 Command Staff Spellpower: +6 Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
ethereal ash vilestaff (15-18 power, 3 apr, acid damage) ethereal ash vilestaff (15-18 power, 3 apr, acid damage)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Acid Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +2 Changes damage: +15% acid Talent granted: +1 Command Staff Spellpower: +6 Spell crit. chance: +2% Damage Shield penetration: +17% Staves designed for wielders of magic, by the greats of the art. |
potent ash magestaff (19-22.8 power, 3 apr, fire damage) potent ash magestaff (19-22.8 power, 3 apr, fire damage)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 19.0 - 22.8 Uses stat: 100% Mag Damage type: Fire Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +19% fire Talent granted: +1 Command Staff Spellpower: +6 Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
yew vilestaff of warding (20-24 power, 4 apr, acid damage) yew vilestaff of warding (20-24 power, 4 apr, acid 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: Acid Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Maximum wards: +2 acid Changes damage: +20% acid Talents granted: +1 Command Staff +1 Ward Spellpower: +9 Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
Newly picked up barbed quiver of ash arrows of accuracy (12/12, 19-26.6 power, 7 apr)barbed quiver of ash arrows of accuracy (12/12, 19-26.6 power, 7 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 19.0 - 26.6 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy: +9 Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 12 Special effect when this weapon crits: wounds the target Damage when this weapon hits(ranged): +7 bleed Arrows are used with bows to pierce your foes to death. |
quiver of ash arrows (10/10, 18.5-25.9 power, 7 apr) quiver of ash arrows (10/10, 18.5-25.9 power, 7 apr)Requires: - Dexterity 16 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 18.5 - 25.9 Uses stats: 70% Dex, 50% Str Damage type: Physical Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 10 Arrows are used with bows to pierce your foes to death. |
tundral quiver of ash arrows of erosion (12/12, 16.5-23.1 power, 7 apr) tundral quiver of ash arrows of erosion (12/12, 16.5-23.1 power, 7 apr)Requires: - Dexterity 16 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 16.5 - 23.1 Uses stats: 70% Dex, 50% Str Damage type: Physical Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 12 Damage when this weapon hits(ranged): +7 nature / +7 cold / +6 temporal Damage conversion: 29% cold Arrows are used with bows to pierce your foes to death. |
aquamarine 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. |
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. |
Orb of Scrying Orb of ScryingPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: It can be used to use the orb, costing 1 power out of 1/1. This orb was given to you by Elisa the Halfling scryer. It will automatically identify normal and rare items for you and can be activated to contact Elisa for rarer items. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Radiancejustice (13/13, 17-20.4 power, 2 apr) Radiancejustice (13/13, 17-20.4 power, 2 apr)Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 17.0 - 20.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 13 Damage when this weapon hits(ranged): +12 light Burst (radius 1) on hit: +12 blight Burst (radius 2) on crit: +12 light Shots are used with slings to pummel your foes to death. |
quick ash totem of cure illness [power 1] (15 cooldown) quick ash totem of cure illness [power 1] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to removes up to 1 diseases from the target, placing all other charms into a 15 cooldown. Natural totems are made by powerful wilders to store nature power. |
amethyst 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. |
overpowered ash wand of detection [power 8] (22 cooldown) overpowered ash wand of detection [power 8] (22 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to detect the presence of creatures around you (rad 8), placing all other charms into a 22 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
overpowered ash wand of trap destruction [power 51] (22 cooldown) overpowered ash wand of trap destruction [power 51] (22 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to try to disarm any known traps in a line (disarm power 51), placing all other charms into a 22 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quick ash wand of illumination [power 5] (4 cooldown) quick ash wand of illumination [power 5] (4 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to light the area (rad 5), placing all other charms into a 4 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Zimm Zenoseth the Higher Archmage level 10
2nd Flare 122nd year of Ascendancy at 10:11 see stats
By Zimm Zenoseth the Higher Archmage level 2
74th Pyre 122nd year of Ascendancy at 22:53 see stats
Log
Zimm Zenoseth is poisoned!
Rogue hits Zimm Zenoseth for 12 physical, 8 physical damage (total 19.07).
Zimm Zenoseth hits rogue for 13 blight, 13 blight damage (total 24.29).
Zimm Zenoseth hits thief for 14 blight, 11 blight damage (total 23.67).
Thief hits Zimm Zenoseth for 14 physical, 5 nature, 8 physical damage (total 24.66).
You cannot go into the wilds with the following effects: Slow, Numbing Poison, Cripple
Zimm Zenoseth casts Fireflash.
Zimm Zenoseth is not cripple anymore.
Zimm Zenoseth feels pain again.
Thief hits Zimm Zenoseth for 10 nature damage.
Rogue slows down.
Rogue hits Zimm Zenoseth for 15 physical, 4 nature, 8 physical, 6 lightning damage (total 30.80).
Zimm Zenoseth hits rogue for 11 blight, 11 blight damage (total 21.19).
Zimm Zenoseth killed rogue!
Zimm Zenoseth hits thief for 97 fire damage.
Zimm Zenoseth killed thief!
Zimm Zenoseth hits Belawen the cutpurse for 97 fire damage.
Zimm Zenoseth hits rogue for 97 fire damage.
Zimm Zenoseth hits Layoretira the bandit for 97 fire damage.
Zimm Zenoseth hits Zimm Zenoseth for 97 fire damage.
Zimm Zenoseth hits thief for 97 fire damage.
Zimm Zenoseth killed thief!
Thief stops regenerating health quickly.
Rogue uses Switch Place.
Rogue tries to evade attacks.
Layoretira the bandit casts Flame.
Saving done.
Saving done.
Saving game...