Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Cornac |
Class | Rogue |
Level / Exp | 15 / 41% |
Size | medium |
Lifes / Deaths | no deaths recorded 5 / 0 |
Primary Stats
Strength | 16 (base 14) |
Dexterity | 25 (base 24) |
Constitution | 19 (base 13) |
Magic | 14 (base 10) |
Willpower | 17 (base 10) |
Cunning | 43 (base 40) |
Resources
Life | 422/422 |
Stamina | 169/169 |
Healing Factor | 1.2991723257555 |
Regeneration | 7.3403236405188 |
Speed
Mental | -1.1102230246252E-14% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 5 |
See Stealth | 35.281158001368 |
See Invisible | 35.281158001368 |
Offense: Mainhand
Damage | 30 |
Accuracy | 28 |
Crit Chance | 17% |
APR | 9 |
Speed | 1.00 |
Offense: Offhand
Damage | 18 |
Accuracy | 28 |
Crit Chance | 17% |
APR | 9 |
Speed | 1.00 |
Offense: Spell
Spellpower | 14 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 24 |
Crit Chance | 10% |
Speed | 1 |
Offense: Damage Bonus
Physical | +3% |
Lightning | +10% |
Cold | +25% |
All | 0% |
Offense: Damage Penetration
Acid | +5% |
Fire | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 13 (38.594633868923%) |
Defense | 37 |
Ranged Defense | 37 |
Fatigue | 0 |
Physical Save | 20 |
Spell Save | 10 |
Mental Save | 20 |
Defense: Resistances
Acid | + 6%( 70%) |
Arcane | + 5%( 70%) |
Cold | + 40%( 70%) |
All | 0%( 70%) |
Lightning | + 16%( 70%) |
Light | + 3%( 70%) |
Temporal | + 9%( 70%) |
Physical | + 1%( 70%) |
Nature | + 9%( 70%) |
Defense: Immunities
Disarm Resistance | 21% |
Pinning Resistance | 44% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 382 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: 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 physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 442% 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 Magic stat. |
Class Talents
Technique / Duelist | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Artifice | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 4/5 |
Technique / Throwing knives | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 3/5 |
Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 1/5 |
Effects
talent | Apply Poison |
talent | Leeching Poison |
talent | Numbing Poison |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Misdirection (+1 level(s)). | 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 Misdirection (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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. | 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 |
Equipment
On feet | Emumina (0 def, 1 armour) Emumina (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -5% Changes damage: +3% physical Maximum encumbrance: +20 Physical save: +8 (+4 eff.) Stamina each turn: +3.00 A pair of boots made of leather. |
Light source | bright brass lantern of health bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +43.00 Light radius: +6 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 | Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 9 power out of 30/30) : Effective talent level: 1.0 Power cost: 9 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 27.95 to 83.85 lightning damage (55.90 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
On hands | Xyvena the Blazeblack (0 def, 2 armour) Xyvena the Blazeblack (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Effects on melee hit: * 10% chance to reduce armor by 17% Damage (Melee): 5 acid / 3 cold / 6 lightning / 5 fire Damage when hit (Melee): 10 arcane / 2 fire Changes stats: +4 Mag / +2 Wil Changes resistances: +5% arcane Changes resistances penetration: +5% acid / +10% fire When used to modify unarmed attacks: Base power: 15.5 - 17.1 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +7 ice / +15 fire / +6 acid / +4 lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | quick elm wand of lightning storm [power 104] (7 cooldown) quick elm wand of lightning storm [power 104] (7 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 22 lightning damage and will be dazed for 1 turn (114 total damage) Activation puts all charms on cooldown for 7 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 3 tidal wave that expands slowly over 7 turns, dealing 11.57 cold and 9.53 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 33 power out of 60/60. This azure ring seems to be always moist to the touch. |
On fingers | warrior's copper ring of tenacity warrior's copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Disarm immunity: +21% Pinning immunity: +23% Knockback immunity: +20% Maximum life: +20.00 Rings make your fingers look great! |
Around neck | stabilizing copper amulet stabilizing copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% temporal Pinning immunity: +22% Knockback immunity: +20% Amulets make your neck look great! |
In main hand | thought-forged iron dagger (10-13 power, 5 apr) thought-forged iron dagger (10-13 power, 5 apr)Requires: - Dexterity 11 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 11% chance to reduce all saves and defense by 17 Damage (Melee): +8 mind When wielded/worn: Changes stats: +1 Cun / +1 Wil Sharp, short and deadly. |
Around waist | rough leather belt of life rough leather belt of lifeInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Life regen: +0.70 Healing mod.: +10% A belt that goes around your waist. |
In off hand | iron dagger of projection (10-13 power, 5 apr) iron dagger of projection (10-13 power, 5 apr)Requires: - Dexterity 11 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Sharp, short and deadly. |
Cloak | Falogas (1 def, 0 armour) Falogas (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 17 Changes stats: +2 Cun / +1 Dex Changes resistances: +6% lightning / +1% physical / +3% light A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | troll-hide cured leather armour of the deep (6 def, 6 armour) troll-hide cured leather armour of the deep (6 def, 6 armour)Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +6 (+3 eff.) Fatigue: +7% Changes resistances: +6% acid / +5% cold Allows you to breathe in: water Life regen: +4.70 Maximum life: +40.00 Healing mod.: +12% A suit of armour made of leather. |
Inventory
healing infusion of the sneak (heal 132; cd 10) healing infusion of the sneak (heal 132; cd 10)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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 132 then cleanse 1 wound, poison, and disease effect. 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. |
movement infusion of the titan (speed 457%; cd 8) movement infusion of the titan (speed 457%; cd 8)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: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 457% 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 Constitution 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. |
regeneration infusion of the titan (heal 146; 15 cd) regeneration infusion of the titan (heal 146; 15 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 146 life over 5 turns. Its effects scale with your Constitution 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. |
shielding rune of the wizard (absorb 107; dur 3; cd 18) shielding rune of the wizard (absorb 107; dur 3; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune 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 spell Description: Activate the rune to create a protective shield absorbing at most 107 damage for 3 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper ring of the mind (+11%) copper ring of the mind (+11%)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +11% mind Changes damage: +11% mind Rings make your fingers look great! |
flaming steel dagger of massacre (17-22 power, 6 apr) flaming steel dagger of massacre (17-22 power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 17.5 - 22.8 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (radius 1) on hit: +6 fire Sharp, short and deadly. |
flaming iron longsword (11-16 power, 2 apr) flaming iron longsword (11-16 power, 2 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Damage (radius 1) on hit: +5 fire Sharp, long, and deadly. |
Betusessra BetusessraCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Critical mult.: +20.00% Spell save: +6 (+6 eff.) Mental save: +3 (+2 eff.) Hate when firing a critical mind attack: +1.00 Size category: +1 A belt that goes around your waist. |
shimmering linen robe (0 def, 0 armour) shimmering linen robe (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all Changes damage: +11% arcane Maximum mana: +12.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
restful rough leather gloves (0 def, 1 armour) restful rough leather gloves (0 def, 1 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Life regen: +2.00 Stamina each turn: +0.60 Maximum stamina: +10.00 When used to modify unarmed attacks: Base power: 6.5 - 7.2 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Nightmare (10% chance level 1). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
clarifying linen wizard hat of blight (+11%) (1 def, 0 armour) clarifying linen wizard hat of blight (+11%) (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Cun Changes resistances: +11% blight Changes damage: +11% blight Mental save: +5 (+3 eff.) A pointy cloth hat, very wizardly... |
rough leather armour (3 def, 2 armour) rough leather armour (3 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% A suit of armour made of leather. |
troll-hide cured leather armour of the deep (6 def, 6 armour) troll-hide cured leather armour of the deep (6 def, 6 armour)Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +6 (+3 eff.) Fatigue: +7% Changes resistances: +5% acid / +6% cold Allows you to breathe in: water Life regen: +4.20 Maximum life: +33.00 Healing mod.: +12% A suit of armour made of leather. |
6 agate 6 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. |
109 alchemist agate 109 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. |
4 aquamarine 4 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. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(64 power, based on Willpower) Activation costs 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
brass lantern 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 Orb 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 (3/3) Rod of Recall (3/3)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 111 power out of 333/400. 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 Chest 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. |
evasive elm totem of summon tentacle [power 100] (14 cooldown) evasive elm totem of summon tentacle [power 100] (14 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 200 Base Damage: 109 Armor: 0 All Resist: 2 Activation puts all charms on cooldown for 14 turns. When used: * Gain a 11% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
extending elm totem of healing [power 116] (9 cooldown) extending elm totem of healing [power 116] (9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 9 turns. When used: * Increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
3 amethyst 3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
elm wand of lightning storm [power 110] (9 cooldown) elm wand of lightning storm [power 110] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 24 lightning damage and will be dazed for 1 turn (121 total damage) Activation puts all charms on cooldown for 9 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
extending ash wand of clairvoyance [power 10] (9 cooldown) extending ash wand of clairvoyance [power 10] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to reveal the area around you, dispelling darkness (radius 10, power 39 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 9 turns. When used: * Increase the duration of 1 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
overpowered elm wand of shielding [power 170] (15 cooldown) overpowered elm wand of shielding [power 170] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a shield absorbing up to 170 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 ametrine 2 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine 3 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. |
4 zircon 4 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
By Corsair the Cornac Rogue level 10
3rd Dusk 122nd year of Ascendancy at 19:08 see stats
By Corsair the Cornac Rogue level 9
3rd Dusk 122nd year of Ascendancy at 05:40 see stats
By Corsair the Cornac Rogue level 12
29th Dusk 122nd year of Ascendancy at 14:59 see stats
Log
You gain 1.53 gold from the transmogrification of slimey quiver of elm arrows of accuracy (16/16, 14-19 power, 5 apr).
You gain 8.83 gold from the transmogrification of Poluma the quiver of ash arrows (17/17, 25-35 power, 7 apr).
You gain 0.50 gold from the transmogrification of steel shield (0 def, 4 armour, 41 block).
You gain 0.97 gold from the transmogrification of flaming steel shield (0 def, 4 armour, 42 block).
You gain 10.35 gold from the transmogrification of Cystwarden the steel shield (0 def, 4 armour, 40 block).
You gain 1.25 gold from the transmogrification of steel plate armour (0 def, 9 armour).
You gain 1.25 gold from the transmogrification of steel plate armour (0 def, 9 armour).
You gain 1.07 gold from the transmogrification of cinder dwarven-steel gauntlets (0 def, 2 armour).
You gain 9.70 gold from the transmogrification of Nimbusquench (0 def, 0 armour).
You gain 0.50 gold from the transmogrification of steel waraxe (13-18 power, 3 apr).
You gain 2.43 gold from the transmogrification of potent ash vilestaff of might (20-24 power, 3 apr, fire element).
You gain 2.35 gold from the transmogrification of nature's vined mindstar of resolve (5-5 power, 18 apr, mind damage).
You gain 0.25 gold from the transmogrification of iron mace (12-17 power, 2 apr).
You gain 1.49 gold from the transmogrification of elm longbow of acid.
You gain 7.67 gold from the transmogrification of caustic ash longbow of piercing.
You gain 3.74 gold from the transmogrification of hateful steel greatsword of dampening (24-38 power, 2 apr).
You gain 3.13 gold from the transmogrification of chilling steel greatsword of paradox (23-36 power, 2 apr).
You gain 0.25 gold from the transmogrification of iron greatmaul (21-31 power, 1 apr).
There is a A gate into the Maze here (press '' or right click to use).
Accepted quest 'Storming the city'! (Press 'j' to see the quest log)
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Corsair deactivates Apply Poison.
Corsair activates Apply Poison.
Corsair deactivates Leeching Poison.
Corsair activates Leeching Poison.
Corsair deactivates Numbing Poison.
Corsair activates Numbing Poison.