
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.6Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Rogue |
| Level / Exp | 26 / 23% |
| Size | big |
| Lifes / Deaths | Killed by Xomira the copperhead snake at level 7 on the 1st Mirth 122nd year of Ascendancy at 04:56 0 / 8Killed by Artemis at level 15 on the 37th Dusk 122nd year of Ascendancy at 17:56 Killed by Durori the dwarf at level 19 on the 70th Haze 122nd year of Ascendancy at 22:41 Killed by vampire lord at level 23 on the 36th Regrowth 123rd year of Ascendancy at 14:41 Killed by orc corruptor at level 24 on the 40th Regrowth 123rd year of Ascendancy at 21:16 Killed by orc corruptor at level 24 on the 41st Regrowth 123rd year of Ascendancy at 00:14 Killed by armoured skeleton warrior at level 26 on the 43rd Regrowth 123rd year of Ascendancy at 17:04 Killed by armoured skeleton warrior at level 26 on the 43rd Regrowth 123rd year of Ascendancy at 17:11 |
Primary Stats
| Strength | 18 (base 14) |
| Dexterity | 78 (base 57) |
| Constitution | 25 (base 12) |
| Magic | 22 (base 11) |
| Willpower | 20 (base 10) |
| Cunning | 64 (base 43) |
Resources
| Life | 0/580 |
| Mana | 300/300 |
| Stamina | 159/200 |
| Positive | 125/125 |
| Healing Factor | 1.5245178243369 |
| Regeneration | 0.3811294560842 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 5 |
| See Stealth | 41.690059288931 |
| See Invisible | 41.690059288931 |
Offense: Mainhand
| Damage | 76 |
| Accuracy | 67 |
| Crit Chance | 39% |
| APR | 24 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 63 |
| Accuracy | 67 |
| Crit Chance | 39% |
| APR | 24 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 37 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +25% |
| Light | +10% |
| Temporal | +20% |
| Physical | +20% |
| Arcane | +46% |
| Cold | +40% |
| Fire | +25% |
Offense: Damage Penetration
| Lightning | +25% |
| Physical | +30% |
| Temporal | +20% |
| Acid | +5% |
| Arcane | +25% |
| Cold | +25% |
| Fire | +25% |
Defense: Base
| Armour (hardiness) | 18 (49.007671158813%) |
| Defense | 57 |
| Ranged Defense | 57 |
| Fatigue | 0 |
| Physical Save | 15 |
| Spell Save | 31 |
| Mental Save | 21 |
Defense: Resistances
| Lightning | + 21%( 70%) |
| Acid | + 13%( 70%) |
| Light | + 44%( 70%) |
| Temporal | + 27%( 70%) |
| Nature | + 33%( 70%) |
| Physical | + 22%( 70%) |
| Cold | + 30%( 70%) |
| All | + 13%( 70%) |
Defense: Immunities
| Disarm Resistance | 40% |
| Stun Resistance | 30% |
| Blind Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 50% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 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 309 life over 5 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 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 284 damage for 3 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 acid, 3 physical, 3 light, 4 blight, 5 arcane, 4 nature |
Class Talents
| Cunning / Stealth | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Duelist | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Dual techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Assassination | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Chants | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cunning / Lethality | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
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 |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Dexterity by +5. | done |
You failed to protect the worried loremaster from death by Wrathroot. Escort: worried loremaster (level 4 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 Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * 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 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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. | 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. * 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: * You've found the needed skeleton mage skull. * You've found the needed vampire lord fang. * You've found the needed sandworm tooth. Marus of Elvala has completed an elixir of mysticism without your aid. 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 pouch of bone giant dust. * You've found the needed minotaur nose. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 within19 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Quiver | Hornet Stingers (20/20, 18-25 power, 10 apr)3.0 T2 arrow ammo [Unique] Nature Power 18.0 - 25.2 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
| Light source | Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(69 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Aeryna the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +9 Con dps ---------- Res.pen +5% acid ----- def ----- Armour +3 Fatigue +3% Resists +9% lightning +3% temporal +7% nature Spell.save +4 (+2 eff.) Max.HP +57.00 Heal.mod +30% A cap made of leather. |
| On hands | Gloves of the Firm Hand (0 def, 8 armour)1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Unarmed combat: Power 19.0 - 20.9 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +7.0% Atk.spd 100% On Hit: 20% Clinch 3 On Hit: 10% Maim 3 On Hit: 10% Take Down 3 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
| Tool | Loamswift [power 254] (17 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce armor by 30% ----- def ----- Resists +6% light +6% nature Spell.save +15 (+7 eff.) Create a shield absorbing up to 254 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to gain a 16% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +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 | Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-6 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 172.64 You won the Ring of Blood trial, and this is your reward. |
| Around neck | steel amulet of murder0.1 T2 amulet jewelry [Ego+] Master While equipped: dps ---------- Crit.mult +11.00% Acc +6 (+1 eff.) Apr +10 Amulets make your neck look great! |
| In main hand | truestriking dwarven-steel dagger (18-23 power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Master Power 18.0 - 23.4 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: dps ---------- Res.pen +10% physical Acc +5 (+1 eff.) Apr +7 Sharp, short and deadly. |
| Around waist | Berusin1.0 T3 belt armor [Rare] Master While equipped: Stats +3 Wil dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +10 (+4 eff.) S.pwr/crit +10 Dmg.mod +21% arcane Melee Ret 4 blight ----- def ----- Spell.save +9 (+4 eff.) ---------- misc Vim/s.crit +2.00 Size +1 A belt that goes around your waist. |
| In off hand | plaguebringer's dwarven-steel dagger of evisceration (18-24 power, 7 apr)1.0 T3 dagger 1H weapon [Ego++] Arcane/Master Power 18.5 - 24.1 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +10 blight On Hit: 20% Epidemic 3 On Hit: * 8% chance to reduce strength, dexterity, and constitution by 20 On Crit: * Wound the target dealing 162 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +9 (+3 eff.) ----- def ----- Disease- +14% Sharp, short and deadly. |
| Cloak | Gilaldir (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +1 Dex ----- def ----- Defense +1 (+0 eff.) Resists +3% temporal Blind- +20% Disease- +10% Knockbk- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)2.0 T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats +5 Mag +3 Wil dps ---------- Spell.pwr +23 (+9 eff.) Dmg.mod +20% temporal +20% physical Res.pen +20% temporal +20% physical Melee Ret 20 physical 10 temporal ----- def ----- Armour +3 Defense +9 (+3 eff.) Resists +10% temporal +10% physical +13% all Temporal Reprieve: Level 1.0 Pwr.cost 41 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
Inventory
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous 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. |
biting gale rune of the duelist (damage 284; dur 4; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 283.64 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. 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. |
restful gold amulet of murder0.1 T3 amulet jewelry [Ego+] Master While equipped: dps ---------- Crit.mult +12.00% Acc +7 (+2 eff.) Apr +11 ----- def ----- Fatigue -6% HP.reg +2.00 Amulets make your neck look great! |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 13.85 cold and 11.87 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 50 power out of 60/60 This azure ring seems to be always moist to the touch. |
mule's steel ring of power0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +7 (+3 eff.) Mind.pwr +5 (+3 eff.) ----- def ----- Fatigue -5% ---------- misc Max.enc +20 Rings make your fingers look great! |
steel ring 'Zadir'0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% nature +3% acid ----- def ----- Defense +10 (+3 eff.) Resists +22% nature +1% physical Mind.save +9 (+4 eff.) Teleport- +20% Rings make your fingers look great! |
warrior's gold ring of arcana (+0.23/turn)0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str ----- def ----- Armour +4 Silence- +26% ---------- misc Mana/turn +0.23 Rings make your fingers look great! |
Brenohek the steel dagger (12-16 power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Nature Power 12.5 - 16.2 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +7 nature +4 arcane While equipped: Stats +3 Cun +2 Wil dps ---------- Mind.crit +1% Mind.pwr +10 (+5 eff.) Res.pen +5% mind Sharp, short and deadly. |
elemental dwarven-steel dagger of crippling (19-25 power, 7 apr)1.0 T3 dagger 1H weapon [Ego++] Arcane/Master Power 19.0 - 24.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * Create an explosion dealing 64 fire damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Dmg.mod +5% fire Res.pen +8% fire Sharp, short and deadly. |
steel dagger 'Bygothad' (12-15 power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Nature Power 11.5 - 15.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +8 nature While equipped: Stats +4 Con dps ---------- Phys.crit +1.0% Res.pen +10% physical ----- def ----- Armour +2 Sharp, short and deadly. |
dwarven-steel greatsword 'Muckspire' (49-78 power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Random Unique] Arcane/Master Power 49.0 - 78.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit.r1 +12 nature +9 fire On Hit: * 20% chance to reduce all saves and defense by 20 On Crit: * Wound the target dealing 162 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +7 (+3 eff.) Dmg.mod +6% nature On Hit (Melee): * 10% chance to slow global speed by 46% Massive two-handed swords. |
Merkul's Second Eye4.0 T3 longbow 2H weapon Reqs Shoot [Unique] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 Proj.spd +400% On Hit: 100% Arcane Eye 4 While equipped: dps ---------- Ranged+ 25 arcane ---------- misc Light +2 This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
acidic dwarven-steel longsword (22-31 power, 4 apr)3.0 T3 longsword 1H weapon Reqs Str 24 [Ego] Arcane Power 22.0 - 30.8 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 107 damage over 5 turns and reducing armor and accuracy by 14 Sharp, long, and deadly. |
yew vilestaff (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon Reqs Mag 24 [Normal] Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+4 eff.) Dmg.mod +20% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
balanced deep-steel trident (28-46 power, 10 apr)3.0 T3 trident 2H weapon Reqs Str 24 [Ego] Master Power 28.5 - 45.6 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Acc +12 (+3 eff.) ----- def ----- Defense +9 (+3 eff.) Disarm- +39% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
slime-covered dwarven-steel waraxe of massacre (27-38 power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego] Disrupt/Master Power 27.0 - 37.8 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit: * 7% chance to slow global speed by 46% One-handed war axes. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
blurring hardened leather belt of burglary1.0 T3 belt armor [Ego+] Master While equipped: Stats +4 Dex +3 Cun +5 Lck ----- def ----- Defense +16 (+5 eff.) Stealth +13 ---------- misc T.Disarm +8 Infravis +3 A belt that goes around your waist. |
noble's rough leather belt1.0 T1 belt armor [Ego+] Master While equipped: Stats +4 Cun +4 Wil dps ---------- Against +16% Summoned ----- def ----- D.Red.from +17% Summoned A belt that goes around your waist. |
spellcowled linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Arcane/Master While equipped: Stats +1 Str +1 Mag +1 Wil +1 Con ----- def ----- Defense +1 (+0 eff.) Spell.save +5 (+2 eff.) ---------- misc Max.mana +41.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Elonne the woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Arcane While equipped: dps ---------- Phys.crit +3.0% Spell.crit +6% Spell.pwr +6 (+3 eff.) Dmg.mod +10% light Res.pen +10% physical Acc +20 (+5 eff.) ----- def ----- Resists +15% light +9% all Spell.save +34 (+14 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Frigidspitter the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +4 Dex +2 Mag +5 Wil +2 Cun ----- def ----- Armour +3 Fatigue -6% Resists +9% cold Phys.save +8 (+6 eff.) ---------- misc Max.enc +32 A pair of boots made of leather. |
pair of hardened leather boots 'Tidetide' (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% cold On Hit (Melee): * 20% chance to slow global speed by 46% ----- def ----- Armour +3 Fatigue -7% Resists +6% temporal +3% fire +3% darkness +12% cold Phys.save +8 (+6 eff.) ---------- misc Max.enc +29 A pair of boots made of leather. |
polar hardened leather gloves of dexterity (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 7 cold Dmg.mod +4% cold Acc +10 (+2 eff.) ----- def ----- Armour +2 Resists +7% cold Unarmed combat: Power 16.0 - 17.6 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Acc +6 Apr +3 Crit +9.0% Atk.spd 100% On Crit.r2 +7 ice On Hit: 10% Ice Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
polar hardened leather gloves of dexterity (+4) (0 def, 2 armour)1.0 T2 hands armor [Ego] Nature/Master While equipped: Stats +4 Dex dps ---------- Melee+ 9 cold Dmg.mod +4% cold Acc +16 (+4 eff.) ----- def ----- Armour +2 Resists +6% cold Unarmed combat: Power 17.5 - 19.2 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Acc +8 Apr +3 Crit +9.0% Atk.spd 100% On Crit.r2 +8 ice On Hit: 10% Ice Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel helm of precognition (7 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego+] Nature While equipped: Stats +4 Cun dps ---------- Acc +8 (+2 eff.) On Melee Ret: * 13% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Defense +7 (+2 eff.) Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Eel-skin armour (16 def, 0 armour)9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+5 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 21 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 47.84 to 143.52 lightning damage (95.68 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Obsidianfury (9 def, 6 armour)9.0 T3 light armor [Rare] Master While equipped: Stats +2 Cun +7 Wil dps ---------- Mind.pwr +30 (+14 eff.) Dmg.mod +9% darkness ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +9% darkness +18% fire A suit of armour made of leather. |
enlightening cured leather armour of the deep (6 def, 6 armour)9.0 T2 light armor [Ego++] Nature/Psionic While equipped: Stats +4 Cun +5 Wil ----- def ----- Armour +6 Defense +6 (+2 eff.) Fatigue +7% Resists +5% acid +6% cold Mind.save +10 (+5 eff.) ---------- misc Breathe water A suit of armour made of leather. |
high-capacity quiver of elm arrows (47/47, 14-20 power, 5 apr)3.0 T1 arrow ammo [Ego] Master Power 14.0 - 19.6 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 47 While equipped: ---------- misc Reload +2 Arrows are used with bows to pierce your foes to death. |
6 agate0.0 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. |
3 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
9 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+5 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+5 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. |
4 opal0.0 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. |
8 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+4 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. |
Mayitira (dig speed 36 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature +3% blight Disease- +10% Cut- +20% Def/telep +15 Res/telep +15% Dur/telep +15% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen0.0 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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 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. |
7 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 25 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Artemis the Cornac Rogue level 15
17th Dusk 122nd year of Ascendancy at 20:07 see stats
Exterminator
Killed 1000 creatures.By Artemis the Cornac Rogue level 19
23rd Haze 122nd year of Ascendancy at 15:27 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Artemis the Cornac Rogue level 17
56th Dusk 122nd year of Ascendancy at 01:15 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Artemis the Cornac Rogue level 21
5th Decay 122nd year of Ascendancy at 05:32 see stats
Level 10
Got a character to level 10.By Artemis the Cornac Rogue level 10
7th Mirth 122nd year of Ascendancy at 02:46 see stats
Level 20
Got a character to level 20.By Artemis the Cornac Rogue level 20
74th Haze 122nd year of Ascendancy at 01:55 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Artemis the Cornac Rogue level 18
3rd Haze 122nd year of Ascendancy at 06:27 see stats
The Arena
Unlocked Arena mode.By Artemis the Cornac Rogue level 7
78th Pyre 122nd year of Ascendancy at 17:31 see stats
The secret city
Discovered the truth about mages.By Artemis the Cornac Rogue level 9
5th Mirth 122nd year of Ascendancy at 19:43 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Artemis the Cornac Rogue level 17
71st Dusk 122nd year of Ascendancy at 03:13 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Artemis the Cornac Rogue level 17
54th Dusk 122nd year of Ascendancy at 12:08 see stats
Unstoppable
Returned from the dead.By Artemis the Cornac Rogue level 26
43rd Regrowth 123rd year of Ascendancy at 17:04 see stats
Log
Artemis slows down.
Melee retaliation hits Armoured skeleton warrior for 2 fire, 2 cold, 2 lightning, 2 arcane, 0 fire, 0 cold, 0 lightning, 0 arcane, 1 fire, 1 cold, 1 lightning, 1 arcane (15 total damage).
Armoured skeleton warrior hits Artemis for (87 to prism), 0 physical, (11 to prism), 0 acid, 10 fire (10 total damage).
Lord of Skulls (warrior) misses Artemis.
Artemis performs a melee critical strike against Lord of Skulls (warrior)!
Bloodcaller hits Artemis for 1 healing, 1 healing (0 total damage) [2 healing].
Artemis hits Lord of Skulls (warrior) for 14 fire, 16 cold, 14 lightning, 16 arcane, 3 fire, 3 cold, 3 lightning, 3 arcane, 23 fire, 26 cold, 23 lightning, 27 arcane, 2 fire, 2 cold, 2 lightning, 2 arcane, 3 fire, 3 cold, 3 lightning, 3 arcane (193 total damage).
The Master casts Consume Soul.
Elder vampire is not stunned anymore.
Grave wight casts Lightning.
The Master receives 364 healing.
Grave wight hits Elder vampire for 110 lightning damage.
Grave wight hits Artemis for 129 lightning damage.
Grave wight hits Elder vampire for 105 lightning damage.
Barrow wight misses Artemis.
The Master aims less carefully.
Armoured skeleton warrior misses Artemis.
Lord of Skulls (warrior) is fully armored again.
Ghoul uses Ghoulish Leap.
Ghoul speeds up.
Lord of Skulls (warrior) uses Overpower.
Lord of Skulls (warrior) misses Artemis.
Lord of Skulls (warrior) hits Artemis for (22 parried), 150 cold, (22 parried), 40 cold (190 total damage).
Melee retaliation hits Lord of Skulls (warrior) for 4 fire, 3 cold, 4 lightning, 4 arcane, 1 fire, 1 cold, 1 lightning, 1 arcane, 2 fire, 2 cold, 2 lightning, 2 arcane, 4 fire, 3 cold, 4 lightning, 4 arcane, 1 fire, 1 cold, 1 lightning, 1 arcane, 2 fire, 2 cold, 2 lightning, 2 arcane (51 total damage).
Melee retaliation hits Elder vampire for 3 fire, 1 cold, 2 lightning, 3 arcane, 1 fire, 0 cold, 0 lightning, (1 ignored), 0 arcane, 1 fire, 1 cold, 1 lightning, 2 arcane (15 total damage).
Elder vampire hits Artemis for (125 to prism), 0 blight (0 total damage).
Melee retaliation hits Armoured skeleton warrior for 2 fire, 2 cold, 2 lightning, 2 arcane, 0 fire, 0 cold, 0 lightning, 0 arcane, 1 fire, 1 cold, 1 lightning, 1 arcane (12 total damage).
Armoured skeleton warrior hits Artemis for 148 cold damage.
Artemis the level 26 cornac rogue was frozen to death by an armoured skeleton warrior on level 9 of Dreadfell.















































































































