











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Higher |
| Class | Arcane Blade |
| Level / Exp | 21 / 39% |
| Size | medium |
| Lifes / Deaths | Killed by giant venus flytrap at level 1 on the 75th Pyre 122nd year of Ascendancy at 00:41 0 / 6Killed by Forest Troll Hedge-Wizard at level 5 on the 78th Pyre 122nd year of Ascendancy at 16:18 Killed by skeleton warrior at level 7 on the 1st Mirth 122nd year of Ascendancy at 12:24 Killed by skeleton warrior at level 7 on the 1st Mirth 122nd year of Ascendancy at 13:11 Killed by worm that walks at level 15 on the 32nd Dusk 122nd year of Ascendancy at 12:51 Killed by Cindedo the thalore at level 21 on the 1st Decay 122nd year of Ascendancy at 16:51 |
Primary Stats
| Strength | 39 (base 24) |
| Dexterity | 48 (base 26) |
| Constitution | 25 (base 10) |
| Magic | 52 (base 32) |
| Willpower | 26 (base 13) |
| Cunning | 61 (base 27) |
Resources
| Life | -80/738 |
| Mana | 160/300 |
| Stamina | 119/200 |
| Healing Factor | 1.4145178243369 |
| Regeneration | 22.985914645475 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 3 |
| Infravision | 7 |
| See Stealth | 48.490609053073 |
| See Invisible | 69.490609053073 |
Offense: Mainhand
| Damage | 57 |
| Accuracy | 47 |
| Crit Chance | 27% |
| APR | 25 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 30 |
| Accuracy | 47 |
| Crit Chance | 34% |
| APR | 36 |
| Speed | 0.90 |
Offense: Spell
| Spellpower | 41 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 34 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +18% |
| Cold | +11% |
| All | 0% |
| Darkness | +6% |
| Temporal | +12% |
| Mind | +18% |
| Lightning | +10% |
| Fire | +3% |
| Nature | +3% |
Offense: Damage Penetration
| Lightning | +57% |
| Darkness | +22% |
| Blight | +27% |
| Cold | +52% |
| Fire | +27% |
| All | +17% |
Defense: Base
| Armour (hardiness) | 26.5 (63.579428603723%) |
| Defense | 37 |
| Ranged Defense | 37 |
| Fatigue | 14 |
| Physical Save | 48 |
| Spell Save | 33 |
| Mental Save | 45 |
Defense: Resistances
| Acid | + 5%( 70%) |
| Arcane | + 7%( 70%) |
| Cold | + 27%( 70%) |
| All | 0%( 70%) |
| Lightning | + 23%( 70%) |
| Temporal | + 12%( 70%) |
| Physical | + 1%( 70%) |
| Darkness | + 6%( 70%) |
| Fire | + 9%( 70%) |
| Nature | + 7%( 70%) |
Defense: Immunities
| Disarm Resistance | 50% |
| Silence Resistance | 10% |
| Instadeath Resistance | 100% |
| Blind Resistance | 15% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. 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 360 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 998% for 10 turns (0 total) and instantly restoring 50 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
Class Talents
| Technique / Magical combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Aegis | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Cunning 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 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. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 35. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * '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.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed red crystal shard. * '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.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed ice ant stinger. * You've found the needed green worm. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed warg claw. * You've found the needed ice wyrm tooth. | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Faleregoyon (0 def, 5 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 22 * 20% chance to reduce armor by 32% Changes stats: +4 Dex / +4 Wil / +10 Cun / +5 Con Changes resistances penetration: +10% blight Changes damage: +15% acid Physical save: +31 (+10 eff.) Spell save: +10 (+5 eff.) Mental save: +25 (+8 eff.) It can be used to activate talent Disengage, placing all other charms into a 13 cooldown : Effective talent level: 2.0 Power cost: 13 out of 15/15. 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 112% 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. A pair of boots made of leather. |
| Light source | CloudkinInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% lightning / +1% physical Changes resistances penetration: +5% darkness Physical save: +9 (+3 eff.) Maximum life: +45.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Ivylle the iron helm (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 10% chance to reduce all saves and defense by 23 Changes stats: +3 Wil / +3 Cun / +2 Con Changes resistances: +7% nature Spell save: +4 (+2 eff.) Maximum life: +42.00 Infravision radius: +2 See invisible: +12 Healing mod.: +11% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Malasus the Boltreign (0 def, 2 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Effects on melee hit: * 14% chance to reduce all saves and defense by 23 Damage (Melee): 21 mind / 14 darkness Changes resistances penetration: +15% lightning / +15% cold Changes damage: +9% mind Critical mult.: +10.00% Mental save: -5 (-2 eff.) Mindpower: +6 (+3 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Ruined Earth, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | ash totem of healing [power 170] (13 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 170 Activation puts all charms on cooldown for 13 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | gold ring 'Elema'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Str / +4 Con Changes resistances: +20% lightning Changes damage: +10% lightning See invisible: +9 Rings make your fingers look great! |
| On fingers | Xanolewen the CharknightInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +8 Changes stats: +4 Str Changes resistances: +3% fire / +22% cold Changes damage: +9% mind / +11% cold Critical mult.: +5.00% Mental save: +12 (+4 eff.) Life regen: +13.00 Maximum life: +61.00 Healing mod.: +18% Rings make your fingers look great! |
| Around neck | steel amulet 'Scaldsun'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Con Changes resistances: +6% darkness / +6% fire Changes resistances penetration: +25% lightning / +10% fire Changes damage: +6% darkness / +3% fire Physical save: +7 (+2 eff.) Life regen: +3.00 Maximum life: +36.00 Amulets make your neck look great! |
| In main hand | Winterstreak (28-36 power, 9 apr)Requires: - Dexterity 35 Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Base power: 27.5 - 35.8 Uses stats: 50% Dex, 50% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +9 darkness Damage (radius 2) on crit: +12 acid Damage against: +12% Living When wielded/worn: Accuracy: +26 (+9 eff.) Armour penetration: +16 Damage when hit (Melee): 2 acid Changes resistances penetration: +20% cold / +17% all Changes damage: +3% acid Sharp, short and deadly. |
| Around waist | Ichorjeer the hardened leather beltPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +3 (+1 eff.) Defense: +10 (+4 eff.) Fatigue: -6% Damage when hit (Melee): 4 temporal Changes resistances: +3% temporal Changes damage: +3% nature / +12% temporal Critical mult.: +7.00% Stealth bonus: +8 Maximum encumbrance: +31 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A belt that goes around your waist. |
| In off hand | Swordbreaker (25-32 power, 20 apr)Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+6 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+5 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
| Cloak | cashmere cloak 'Halesafang' (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 10% chance to slow global speed by 49% * 20 arcane resource burn Changes resistances: +9% temporal Silence immunity: +10% Only die when reaching: -20.00 life Maximum life: +33.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | enlightening steel mail armour of the deep (2 def, 7 armour)Requires: - Heavy armour training - Strength 20 Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +7 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +4 Cun / +5 Wil Changes resistances: +5% acid / +5% cold Allows you to breathe in: water Mental save: +14 (+5 eff.) A suit of armour made of mail. |
Inventory
warrior's steel amulet of strength (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Str Changes resistances: +6% physical Stamina each turn: +0.30 Amulets make your neck look great! |
This item will automatically be transmogrified when you leave the level.acidic steel longsword (13-18 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 119 damage over 5 turns and reducing armor and accuracy by 15 Sharp, long, and deadly. |
Newly picked uptruestriking steel waraxe of erosion (14-19 power, 3 apr) Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 13.5 - 18.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +7 nature When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +5 Changes resistances penetration: +6% physical One-handed war axes. |
This item will automatically be transmogrified when you leave the level.warbringer's dwarven-steel waraxe of amnesia (19-27 power, 4 apr) Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 19.0 - 26.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +3 Con Changes resistances penetration: +7% physical Disarm immunity: +12% One-handed war axes. |
This item will automatically be transmogrified when you leave the level.impenetrable dwarven-steel mail armour of the deep (3 def, 16 armour) Requires: - Heavy armour training - Strength 28 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +16 Defense: +3 (+2 eff.) Fatigue: +12% Changes resistances: +5% acid / +8% cold Allows you to breathe in: water A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.crackling steel shield of crushing (0 def, 4 armour, 38.5 block) Requires: - Shield usage training - Strength 16 Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Physical crit. chance: +5.0% Physical power: +7 (+2 eff.) Armour: +4 Fatigue: +8% Damage when hit (Melee): 3 lightning Changes stats: +1 Dex Changes resistances: +12% lightning Talent granted: +1 Block Handheld deflection devices. |
4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
41 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to 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. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 172 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification 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. |
Newly picked upmanaburning pouch of steel shots of grasping (17/17, 18-22 power, 2 apr) Requires: - Dexterity 16 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 18.0 - 21.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +4.5% Capacity: 17 On weapon hit: * 10 arcane resource burn * 20% chance to create vines that bind the target to the ground dealing 137 nature damage and pinning them for 3 turns Shots are used with slings to pummel your foes to death. |
Ravennail the steel torque of psionic shield [power 47] (22 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +6% darkness Changes resistances penetration: +15% darkness Critical mult.: +20.00% Mental save: +6 (+2 eff.) Equilibrium when hit: +0.08 Mindpower: +10 (+5 eff.) It can be used to setup a psionic shield, reducing all damage taken by 47 for 5 turns Activation puts all charms on cooldown for 22 turns. When used: * Reduce fatigue by 29% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Earth Master
Killed Harkor'Zun.By Nakanoe the Higher Arcane Blade level 17
58th Dusk 122nd year of Ascendancy at 03:32 see stats
Exterminator
Killed 1000 creatures.By Nakanoe the Higher Arcane Blade level 17
58th 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 Nakanoe the Higher Arcane Blade level 20
12nd Haze 122nd year of Ascendancy at 01:59 see stats
Level 10
Got a character to level 10.By Nakanoe the Higher Arcane Blade level 10
13rd Dusk 122nd year of Ascendancy at 22:38 see stats
Level 20
Got a character to level 20.By Nakanoe the Higher Arcane Blade level 20
79th Dusk 122nd year of Ascendancy at 14:23 see stats
Poisonous
Sided with the assassin lord.By Nakanoe the Higher Arcane Blade level 19
62nd Dusk 122nd year of Ascendancy at 02:43 see stats
The Arena
Unlocked Arena mode.By Nakanoe the Higher Arcane Blade level 7
79th Pyre 122nd year of Ascendancy at 20:06 see stats
The secret city
Discovered the truth about mages.By Nakanoe the Higher Arcane Blade level 12
22nd Dusk 122nd year of Ascendancy at 00:56 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Nakanoe the Higher Arcane Blade level 14
30th Dusk 122nd year of Ascendancy at 12:51 see stats
Log
Cindedo the thalore uses Slime Spit.
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the west (Cindedo the thalore)).
Nakanoe's deep wound closes.
Talent Heartseeker is ready to use.
Cindedo the thalore uses Acidfire.
Cindedo the thalore's mind surges with critical power!
Cindedo the thalore's Acidfire cloud hits Nakanoe for 97 acid damage.
Nakanoe slows down.
Cindedo the thalore's Slime Spit hits Nakanoe for 154 nature damage.
Cindedo the thalore uses Mucus.
Cindedo the thalore uses Acid Splash.
Cindedo the thalore hits Nakanoe for 130 acid damage.
Nakanoe shrugs off Cindedo the thalore's 'Poison'!
Cindedo the thalore's Acidfire cloud hits Nakanoe for 97 acid damage.
Talent Inner Power is ready to use.
Cindedo the thalore uses Oozewalk.
A shield forms around Nakanoe.
Cindedo the thalore's Acidfire cloud hits Nakanoe for (97 absorbed), 0 acid (0 total damage).
Thunderstorm hits Cindedo the Thalore's mucus ooze for 33 lightning damage.
Your shield crumbles under the damage!
The shield around Nakanoe crumbles.
Something hits Nakanoe for (13 absorbed), 83 acid, 94 nature (177 total damage).
Cindedo the thalore's Acidfire cloud hits Nakanoe for 97 acid damage.
Nakanoe the level 21 higher arcane blade was dissolved to death by Cindedo the thalore on level 1 of Ambush!.
The furious lightning storm around Nakanoe calms down and disappears.























































































