














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! Ashes of Urh'Rok 1.7.4Official Expansion! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Skirmisher |
| Level / Exp | 28 / 7% |
| Size | medium |
| Lifes / Deaths | Killed by elven corruptor at level 13 on the 67th Haze 122nd year of Ascendancy at 10:11 5 / 1 |
Primary Stats
| Strength | 10 (base 10) |
| Dexterity | 60 (base 52) |
| Constitution | 32 (base 25) |
| Magic | 16 (base 11) |
| Willpower | 30 (base 15) |
| Cunning | 50 (base 43) |
Resources
| Life | 729/729 |
| Stamina | 168/219 |
| Healing Factor | 1.1724420161894 |
| Regeneration | 0.29311050404735 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +95.238095238095% |
Vision
| Sight | 10 |
| Lite | 11 |
| See Stealth | 7 |
| See Invisible | 19 |
Offense: Mainhand
| Damage | 91 |
| Accuracy | 68 |
| Crit Chance | 36% |
| APR | 23 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 16 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +7% |
| Mind | +30% |
| Physical | +15% |
| Cold | +3% |
| All | 0% |
Offense: Damage Penetration
| Nature | +10% |
| Mind | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 48.764593763945 (59.794990797553%) |
| Defense | 67 |
| Ranged Defense | 67 |
| Fatigue | 5.9238052216851 |
| Physical Save | 33 |
| Spell Save | 23 |
| Mental Save | 30 |
Defense: Resistances
| Acid | + 23%( 71%) |
| Arcane | + 20%( 71%) |
| Cold | + 23%( 71%) |
| All | + 16%( 71%) |
| Lightning | + 26%( 71%) |
| Light | + 24%( 71%) |
| Temporal | + 34%( 71%) |
| Physical | + 18%( 71%) |
| Darkness | + 31%( 71%) |
| Fire | + 45%( 71%) |
| Nature | + 26%( 71%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Blind Resistance | 62% |
| Poison Resistance | 40% |
| Confusion Resistance | 18% |
Inscriptions (5/5)
| 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) Is: a nature gift Description: Activate the infusion to heal yourself for 294 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 30% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 144 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 695% 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: 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 180 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Cunning / Poisons | 1.30 |
| 3/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Cunning / Called Shots | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Buckler Training | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| Cunning / Scoundrel | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Counter Shot |
| talent | Apply Poison |
| talent | Trained Reactions |
| talent | Numbing Poison |
| talent | Pace Yourself |
| talent | Bombardment |
| talent | Crippling Poison |
| beneficial effect | The target stands strong, increasing all resistances by 2.7% and resistance caps by 0.6%. Eternal Warrior |
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. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You failed to protect the injured seer from death by large white snake. Escort: injured seer (level 1 of Old Forest) | failed |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Willpower by +5. | done |
You failed to protect the lone alchemist from death by Zubulaith the multi-hued drake hatchling. Escort: lone alchemist (level 1 of Dreadfell) | failed |
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 repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved Willpower by +5. | 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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire 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 |
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 vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed ice ant stinger. * You've found the needed bear paw. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed length of troll intestine. 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 skeleton mage skull. * You've found the needed honey tree root. * You've found the needed pouch of luminous horror dust. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * '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 green worm. * '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.' | 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 |
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! | 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 | Dairehor the Rimedredge (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -3% Changes resistances: +9% temporal / +9% nature / +3% cold / +5% arcane / +12% fire Changes damage: +3% cold Stamina each turn: +0.30 Maximum life: +33.00 Movement speed: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | plaguebringer's pouch of stralite shots of crippling (18/18, 45-54 power, 5 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 45.0 - 54.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +13.5% Capacity: 18 When this weapon hits: Epidemic (20% chance level 4). On weapon hit: * 12% chance to reduce strength, dexterity, and constitution by 10 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Ranged): +14 blight Shots are used with slings to pummel your foes to death. |
| Light source | watchleader's alchemist's lamp of healthInfused by nature Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Blindness immunity: +22% Confusion immunity: +18% Maximum life: +48.00 Light radius: +8 See stealth: +7 See invisible: +7 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 3.9 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 22 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Lelochik (16 def, 11 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +11 Defense: +16 (+4 eff.) Fatigue: +5% Changes resistances: +6% lightning / +6% temporal / +6% cold / +3% nature / +6% all Physical save: +14 (+7 eff.) Blindness immunity: +20% Poison immunity: +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Camolen the drakeskin leather gloves (0 def, 3 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +3 Damage (Melee): 12 acid Changes stats: +2 Con Changes resistances: +9% acid / +2% physical Changes damage: +7% acid / +15% physical / +15% mind Maximum stamina: +10.00 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 | Xanalle [power 355] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Changes stats: +5 Mag / +3 Con Physical save: +18 (+8 eff.) See invisible: +6 It can be used to blast the opponent's mind dealing 462 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 23% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | savage's copper ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +8 Defense: +8 (+2 eff.) Changes stats: +2 Con Spell save: +11 (+6 eff.) Maximum stamina: +13.00 It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.6 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 142% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| On fingers | steel ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 20 Damage (Melee): 10 physical Effects on ranged hit: * 11% chance to reduce all saves and defense by 20 Damage (Ranged): 8 physical Changes stats: +2 Cun Hate when firing a critical mind attack: +1.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
| Around neck | starlit steel amulet of murderInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +10 Changes resistances: +10% light / +12% darkness Critical mult.: +10.00% Blindness immunity: +20% Amulets make your neck look great! |
| In main hand | Arabrewyn the RimebringerRequires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 Damage (Ranged): +12 cold When wielded/worn: Accuracy: +9 (+2 eff.) Physical crit. chance: +7.0% Changes damage: +9% mind Mental save: +12 (+6 eff.) Hate when firing a critical mind attack: +5.00 Maximum hate: +4.00 Slings are used to hurl stones or metal shots at your foes. |
| Around waist | grounding rough leather belt of resilienceInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +6% temporal Maximum life: +30.00 A belt that goes around your waist. |
| In off hand | Berizor the Iceblight (0 def, 10 armour, 68-82 power, 184 block)Requires: - Shield usage training - Cunning 48 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 68.5 - 82.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +184 Damage (radius 1) on hit: +20 cold When wielded/worn: Armour: +10 Fatigue: +8% Damage when hit (Melee): 10 cold Changes resistances: +19% fire Changes resistances penetration: +15% mind Changes damage: +6% mind Talent granted: +1 Block Light radius: +3 See invisible: +6 Handheld deflection devices. |
| Cloak | linen cloak 'Festerlash' (31 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +31 (+7 eff.) Changes resistances: +6% darkness / +3% fire Changes resistances penetration: +10% nature Poison immunity: +20% Maximum life: +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | duelist's hardened leather armour of Toknor (13 def, 10 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 (+3 eff.) Armour: +10 Defense: +13 (+3 eff.) Fatigue: +8% Changes stats: +5 Cun / +3 Dex Critical mult.: +12.00% A suit of armour made of leather. |
Inventory
Primal Infusion (affinity 13%; reduction 2; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 13% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
wild infusion of the sneak (res 26%; magical; dur 3; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 26% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
YvelrakiraCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +10 (+5 eff.) Defense: +10 (+2 eff.) Fatigue: -6% Changes stats: +4 Con Changes resistances: +4% physical Life regen: +3.00 Only die when reaching: -80.00 life Mindpower: +20 (+10 eff.) Mental crit. chance: +3% Amulets make your neck look great! |
clarifying steel amulet of willpower (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +12% mind Confusion immunity: +20% Amulets make your neck look great! |
insulating copper amulet of strength (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str Changes resistances: +13% fire / +10% cold Amulets make your neck look great! |
insulating steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +16% fire / +10% cold Amulets make your neck look great! |
savior's steel amulet of cunning (+5)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Cun Physical save: +13 (+6 eff.) Spell save: +10 (+5 eff.) Mental save: +12 (+6 eff.) Amulets make your neck look great! |
BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-4 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
This item will automatically be transmogrified when you leave the level.Dayshine Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+4 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +12% temporal Changes resistances penetration: +5% temporal Changes damage: +3% light / +6% temporal Spellpower: +5 (+4 eff.) Mindpower: +11 (+6 eff.) Light radius: +2 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Rings make your fingers look great! |
WinterreeveCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +11 (+6 eff.) Damage when hit (Melee): 6 cold Changes stats: +7 Str / +6 Con Changes resistances: +6% blight / +9% cold / +15% light Rings make your fingers look great! |
YaralenInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +16 Changes stats: +6 Dex Changes resistances: +30% fire Changes damage: +15% fire Cut immunity: +20% Teleport immunity: +20% Rings make your fingers look great! |
rogue's steel ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+1 eff.) Changes stats: +3 Cun Mental save: +6 (+3 eff.) Confusion immunity: +25% Rings make your fingers look great! |
rogue's steel ring of frost (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+1 eff.) Changes stats: +3 Cun Changes resistances: +22% cold Changes damage: +11% cold Rings make your fingers look great! |
savior's copper ring of corrosion (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% acid Changes damage: +10% acid Physical save: +6 (+3 eff.) Spell save: +7 (+4 eff.) Mental save: +7 (+3 eff.) Rings make your fingers look great! |
savior's steel ring of fire (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +22% fire Changes damage: +11% fire Physical save: +7 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) Rings make your fingers look great! |
sneakthief's gold ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +13 (+3 eff.) Defense: +8 (+2 eff.) Changes stats: +6 Cun / +4 Dex Movement speed: +13% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! |
sneakthief's steel ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+1 eff.) Effects on melee hit: * 12% chance to reduce all saves and defense by 20 Damage (Melee): 7 physical Effects on ranged hit: * 11% chance to reduce all saves and defense by 20 Damage (Ranged): 10 physical Changes stats: +9 Cun / +5 Dex Hate when firing a critical mind attack: +2.00 Maximum hate: +6.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
solipsist's gold ring of luminosityPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage (Melee): 10 light Damage (Ranged): 14 light Changes stats: +2 Mag / +5 Wil / +6 Cun Changes damage: +15% light Mindpower: +8 (+4 eff.) Rings make your fingers look great! |
Flashworth the hardened leather slingRequires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 Damage (radius 2) on crit: +16 mind When wielded/worn: Physical power: +5 (+3 eff.) Effects on ranged hit: * 10% chance to reduce armor by 19% Changes stats: +2 Str Changes resistances: +3% acid / +18% lightning Changes resistances penetration: +10% lightning Slings are used to hurl stones or metal shots at your foes. |
mighty hardened leather sling of enduringRequires: - Dexterity 24 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 When wielded/worn: Physical power: +7 (+4 eff.) Changes stats: +2 Str / +8 Wil / +8 Con Maximum life: +48.00 Slings are used to hurl stones or metal shots at your foes. |
rough leather belt of unlifePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Blackoracle (9 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +9 (+2 eff.) Changes resistances: +9% acid / +12% light / +17% fire / +12% mind / +6% darkness Changes damage: +9% darkness / +3% mind Stealth bonus: +10 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak of the hunter (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +17 (+4 eff.) Defense: +2 (+0 eff.) Fatigue: -5% Maximum life: +51.00 Maximum stamina: +21.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
timebroken cashmere robe of alchemy (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +4 Mag / +3 Wil Changes resistances: +12% acid / +12% physical / +12% fire / +10% cold / +11% all Changes damage: +8% acid / +5% physical / +5% temporal / +7% fire / +8% arcane / +8% cold Talent cooldown: Refit Golem (-3 turns) Maximum mana: +10.00 Spellpower: +2 (+2 eff.) Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Lustrepiety' (23 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +3 Defense: +23 (+5 eff.) Changes resistances: +3% physical / +9% all Changes resistances penetration: +20% cold Physical save: +18 (+8 eff.) Light radius: +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Aeruregorach the pair of rough leather boots (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Armour: +3 Changes stats: +2 Dex / +2 Con Changes resistances penetration: +25% physical Maximum stamina: +30.00 Infravision radius: +2 A pair of boots made of leather. |
Tempestnigh (0 def, 5 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Damage when hit (Melee): 8 lightning / 6 darkness Changes stats: +4 Con / +4 Wil Changes resistances: +6% lightning / +6% mind / +12% darkness Changes resistances penetration: +8% physical Mindpower: +6 (+3 eff.) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 8 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Carrionzephyr, the drakeskin leather gloves (0 def, 3 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Effects on melee hit: * 20% chance to slow global speed by 46% Changes stats: +5 Con Changes resistances: +6% acid / +9% fire / +6% darkness / +18% blight Physical save: +24 (+10 eff.) Spell save: +6 (+3 eff.) Mental save: +3 (+1 eff.) Disarm immunity: +33% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady hardened leather gloves of dexterity (+3) (0 def, 2 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +21 (+5 eff.) Armour: +2 Changes stats: +3 Dex Physical save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +26% 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. |
storm hardened leather gloves of strength (+2) (0 def, 2 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +5 (+3 eff.) Armour: +2 Damage (Melee): 5 lightning Changes stats: +2 Str Changes resistances: +5% lightning Changes damage: +4% lightning 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. |
Bethymirin the Kindlestreaker (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +30 (+7 eff.) Armour: +3 Fatigue: +3% Changes stats: +2 Str Changes resistances: +7% nature / +6% light Changes resistances penetration: +25% light Critical mult.: +10.00% Spell save: +6 (+3 eff.) Maximum life: +75.00 Maximum stamina: +20.00 Healing mod.: +14% A cap made of leather. |
Iveraba the Eclipsedream (dig speed 12 turns)Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Changes resistances: +1% physical / +9% fire / +6% temporal Changes resistances penetration: +5% nature Changes damage: +10% fire / +13% mind / +12% darkness Reduces incoming crit damage: 10.00% Mental save: +9 (+4 eff.) Knockback immunity: +20% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Ashwing the pouch of iron shots (20/20, 20-24 power, 1 apr)Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 20.0 - 24.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +10.0% Capacity: 20 On weapon crit: * Wound the target dealing 128 physical damage across 5 turns and reducing healing by 50% Damage (radius 1) on hit: +8 mind / +12 fire Damage (radius 2) on crit: +8 fire Shots are used with slings to pummel your foes to death. |
blazing pouch of steel shots of crippling (21/21, 22-26 power, 2 apr)Requires: - Dexterity 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 21.5 - 25.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +11.5% Capacity: 21 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Ranged): +11 fire Damage (radius 2) on crit: +7 fire Shots are used with slings to pummel your foes to death. |
overpowered ash totem of healing [power 272] (22 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to heal yourself and all friendly characters within 10 spaces for 272 Activation puts all charms on cooldown for 22 turns. Natural totems are made by powerful wilders to store nature power. |
piercing elven-wood wand of shielding [power 332] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to create a shield absorbing up to 332 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Increase all damage penetration by 17% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
3 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By Sir Dill of the Weed the Cornac Skirmisher level 23
7th Flare 123rd year of Ascendancy at 20:56 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Sir Dill of the Weed the Cornac Skirmisher level 13
2nd Decay 122nd year of Ascendancy at 20:20 see stats
Earth Master
Killed Harkor'Zun.By Sir Dill of the Weed the Cornac Skirmisher level 21
65th Pyre 123rd year of Ascendancy at 22:33 see stats
Exterminator
Killed 1000 creatures.By Sir Dill of the Weed the Cornac Skirmisher level 18
37th Regrowth 123rd year of Ascendancy at 06:43 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Sir Dill of the Weed the Cornac Skirmisher level 25
11st Dusk 123rd year of Ascendancy at 05:40 see stats
Fear me not!
Survived the Fearscape!By Sir Dill of the Weed the Cornac Skirmisher level 25
20th Dusk 123rd year of Ascendancy at 16:21 see stats
Level 10
Got a character to level 10.By Sir Dill of the Weed the Cornac Skirmisher level 10
21st Haze 122nd year of Ascendancy at 02:29 see stats
Level 20
Got a character to level 20.By Sir Dill of the Weed the Cornac Skirmisher level 20
56th Regrowth 123rd year of Ascendancy at 15:55 see stats
Poisonous
Sided with the assassin lord.By Sir Dill of the Weed the Cornac Skirmisher level 20
15th Pyre 123rd year of Ascendancy at 10:04 see stats
Size matters
Did over 600 damage in one attack.By Sir Dill of the Weed the Cornac Skirmisher level 25
18th Dusk 123rd year of Ascendancy at 01:27 see stats
The Arena
Unlocked Arena mode.By Sir Dill of the Weed the Cornac Skirmisher level 12
44th Haze 122nd year of Ascendancy at 11:37 see stats
The secret city
Discovered the truth about mages.By Sir Dill of the Weed the Cornac Skirmisher level 14
15th Regrowth 123rd year of Ascendancy at 19:37 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By Sir Dill of the Weed the Cornac Skirmisher level 15
25th Regrowth 123rd year of Ascendancy at 23:53 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Sir Dill of the Weed the Cornac Skirmisher level 20
41st Pyre 123rd year of Ascendancy at 11:02 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Sir Dill of the Weed the Cornac Skirmisher level 27
44th Regrowth 124th year of Ascendancy at 16:20 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Sir Dill of the Weed the Cornac Skirmisher level 22
5th Flare 123rd year of Ascendancy at 17:28 see stats
Log
Sir Dill of the Weed's Shoot hits Blue jelly for 90 physical, 9 physical, 14 blight, 11 cold (124 total damage).
Sir Dill of the Weed's Shoot hits Blue jelly for 135 physical, 9 physical, 14 blight, 11 cold (169 total damage).
Sir Dill of the Weed's Shoot killed Blue jelly!
Ran for 2 turns (stop reason: hostile spotted to the northwest (xorn)).
Sir Dill of the Weed shoots!
Xorn resists the vile poison!
Sir Dill of the Weed's Shoot performs a ranged critical strike against Xorn!
Xorn's is vulnerable to attacks and effects!
Xorn is crippled.
Xorn resists the vile poison!
Sir Dill of the Weed's Shoot performs a ranged critical strike against Xorn!
Xorn is afflicted by a crippling illness!
Sir Dill of the Weed's Shoot hits Xorn for 113 physical, 7 physical, 14 blight, 12 cold (146 total damage).
Sir Dill of the Weed's Shoot hits Xorn for 114 physical, 7 physical, 14 blight, 12 cold (148 total damage).
Sir Dill of the Weed's Shoot hits Xorn for 73 physical, 7 physical, 14 blight, 12 cold (106 total damage).
Xorn misses Sir Dill of the Weed.
Sir Dill of the Weed shoots!
Sir Dill of the Weed's Shoot performs a ranged critical strike against Xorn!
Xorn resists the vile poison!
Sir Dill of the Weed's Shoot performs a ranged critical strike against Xorn!
You collect a new ingredient: xorn fragment (1).
Sir Dill of the Weed's Shoot hits Xorn for 122 physical, 7 physical, 14 blight, 12 cold (156 total damage).
Sir Dill of the Weed's Shoot hits Xorn for 113 physical, 7 physical, 14 blight, 12 cold (147 total damage).
Sir Dill of the Weed's Shoot killed Xorn!
Saving game...
Saving done.


















































































