Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Store Wish List 1.3.0Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them. Press Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Shalore |
Class | Rogue |
Level / Exp | 20 / 24% |
Size | medium |
Lifes / Deaths | Killed by shadow at level 17 on the 63rd Dusk 122nd year of Ascendancy at 00:51 4 / 1 |
Primary Stats
Strength | 23 (base 12) |
Dexterity | 79 (base 48) |
Constitution | 12 (base 10) |
Magic | 17 (base 10) |
Willpower | 20 (base 10) |
Cunning | 55 (base 39) |
Resources
Life | 450/450 |
Mana | 264/264 |
Stamina | 183/183 |
Healing Factor | 1.1564835164835 |
Regeneration | 12.471044804752 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -4.4408920985006E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | -998 |
Infravision | 5 |
See Stealth | 39.172317758494 |
See Invisible | 39.172317758494 |
Stealth | 42.897583195438 |
ESP Range | 10 |
ESP Kinds | demon/major, demon/minor, humanoid/orc |
Offense: Mainhand
Damage | 78 |
Accuracy | 68 |
Crit Chance | 28% |
APR | 24 |
Speed | 1.00 |
Offense: Offhand
Damage | 61 |
Accuracy | 68 |
Crit Chance | 32% |
APR | 37 |
Speed | 1.00 |
Offense: Spell
Spellpower | 17 |
Crit Chance | 17% |
Speed | 1 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 17% |
Speed | 1 |
Offense: Damage Bonus
Physical | +15% |
Mind | +6% |
All | 0% |
Lightning | +17% |
Light | +9% |
Cold | +8% |
Arcane | +12% |
Fire | +3% |
Nature | +3% |
Offense: Damage Penetration
Light | +15% |
Fire | +5% |
Nature | +15% |
Defense: Base
Armour (hardiness) | 9 (49.309173272933%) |
Defense | 48 |
Ranged Defense | 48 |
Fatigue | 0 |
Physical Save | 22 |
Spell Save | 27 |
Mental Save | 46 |
Defense: Resistances
Acid | + 3%( 70%) |
Blight | + 27%( 70%) |
Arcane | + 10%( 70%) |
Cold | + 25%( 70%) |
All | 0%( 70%) |
Lightning | + 31%( 70%) |
Light | + 3%( 70%) |
Physical | + 4%( 70%) |
Fire | + 9%( 70%) |
Mind | + 6%( 70%) |
Defense: Immunities
Stun Resistance | 29% |
Disarm Resistance | 35% |
Knockback Resistance | 20% |
Silence Resistance | 23% |
Instadeath Resistance | 100% |
Blind Resistance | 15% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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 or physical effect and reduce all damage taken by 12% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 311 damage for 3 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 217 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 353% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Class Talents
Technique / Duelist | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 3/5 |
Technique / Dual techniques | 1.30 |
| 3/5 |
| 2/5 |
| 3/5 |
| 2/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Assassination | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 2/5 |
| 4/5 |
| 0/5 |
| 5/5 |
Effects
talent | Stealth |
talent | Trained Reactions |
beneficial effect | The target is wreathed in shadows, increasing life regeneration by 5.5 and stamina regeneration by 1.7. Soothing Darkness |
beneficial effect | Parrying melee and ranged attacks: Has a 63% chance to deflect up to 22 damage from the next 2.6 attack(s). Parried attacks cannot crit. Parrying |
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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved talent Premonition (+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 |
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 |
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 mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed wretchling eyeball. * '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 the savior. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' 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 warg claw. * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' * You've found the needed bloated horror heart. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed xorn fragment. | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Berezilabers the Healgore (0 def, 1 armour) Berezilabers the Healgore (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 4 arcane Changes stats: +1 Cun / +2 Con Changes resistances: +5% arcane Changes resistances penetration: +5% nature Changes damage: +12% arcane Physical save: +12 (+6 eff.) Mental save: +11 (+4 eff.) A pair of boots made of leather. |
Light source | brass lantern 'Blazeseam' brass lantern 'Blazeseam'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% fire Changes resistances penetration: +15% light Changes damage: +6% light Spell save: +20 (+10 eff.) Disease immunity: +5% Disarm immunity: +10% Knockback immunity: +10% Maximum life: +45.00 Light radius: +2 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 | iron helm 'Porominor' (0 def, 3 armour) iron helm 'Porominor' (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +3 Fatigue: +5% Damage when hit (Melee): 16 mind Changes stats: +4 Str / +6 Dex / +7 Cun Changes resistances: +6% mind Infravision radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | iron gauntlets 'Nimbusparry' (0 def, 1 armour) iron gauntlets 'Nimbusparry' (0 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +1 Wil Grants telepathy: Demon/Minor Humanoid/Orc Demon/Major Critical mult.: +10.00% Mental save: +3 (+1 eff.) Life regen: +1.20 Stamina each turn: +0.70 Maximum stamina: +11.00 When used to modify unarmed attacks: Base power: 12.5 - 17.5 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Slumber (10% chance level 1). Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | steel torque of clear mind 'Unradur' [power 2] (9 cooldown) steel torque of clear mind 'Unradur' [power 2] (9 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +12% blight / +3% light / +5% arcane Maximum wards: +1 physical / +1 mind / +2 darkness Talent granted: +1 Ward Reduces incoming crit damage: 10.00% Blindness immunity: +15% Stun/Freeze immunity: +5% Knockback immunity: +10% It can be used to absorb and nullify at most 2 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 9 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | sneakthief's gold ring of blinding strikes sneakthief's gold ring of blinding strikesPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Effects on melee hit: * 14% chance to blind Damage (Melee): 20 light Effects on ranged hit: * 13% chance to blind Damage (Ranged): 21 light Changes stats: +4 Cun / +4 Dex Rings can have magical properties. |
On fingers | Lisimina the steel ring Lisimina the steel ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +8 Defense: +8 (+3 eff.) Changes stats: +2 Cun Changes resistances: +6% blight Mental save: +30 (+10 eff.) Silence immunity: +23% Stun/Freeze immunity: +24% Life regen: +1.00 Mana each turn: +0.10 Mindpower: +2 (+1 eff.) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.6 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 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 159% 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 can have magical properties. |
Around neck | steel amulet 'Ereleroddalach' steel amulet 'Ereleroddalach'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Armour: +4 Defense: +6 (+2 eff.) Changes stats: +7 Lck / +5 Str Changes resistances: +3% acid / +4% physical Changes damage: +9% physical Reduce all damage from unseen attackers: 11% Amulets can have magical properties. |
In main hand | balanced dwarven-steel dagger of massacre (23.5-30.55 power, 7 apr) balanced dwarven-steel dagger of massacre (23.5-30.55 power, 7 apr)Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 23.5 - 30.6 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Accuracy: +6 (+1 eff.) Defense: +6 (+2 eff.) Disarm immunity: +25% Sharp, short and deadly. |
Around waist | Flashfurnace the rough leather belt Flashfurnace the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 8 light Changes stats: +1 Cun Changes resistances: +6% fire / +6% cold Changes damage: +6% mind / +3% light Critical mult.: +15.00% Mental save: +9 (+3 eff.) A belt that goes around your waist. |
In off hand | Shantiz the Stormblade (15-19.5 power, 20 apr) Shantiz the Stormblade (15-19.5 power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stats: 100% Dex, 0% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
Cloak | Keharadir the Rotgash (1 def, 0 armour) Keharadir the Rotgash (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+0 eff.) Defense: +1 (+0 eff.) Fatigue: -2% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 fire Changes resistances penetration: +10% nature / +5% fire Changes damage: +3% nature / +3% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Getirach the Blazequill (2 def, 0 armour) Getirach the Blazequill (2 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Str / +5 Mag / +6 Wil Changes resistances: +31% lightning / +19% cold / +9% blight Changes damage: +17% lightning / +6% physical / +8% cold Life regen: +2.80 Maximum life: +62.00 Healing mod.: +14% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion of the duelist (heal 220) healing infusion of the duelist (heal 220)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 220 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity 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 ability. |
movement infusion of the psychic (360% speed; 5 turns) movement infusion of the psychic (360% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 360% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower 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 ability. |
regeneration infusion of the duelist (heal 339 over 5 turns) regeneration infusion of the duelist (heal 339 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 339 life over 5 turns. Its effects scale with your Dexterity 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 ability. |
sun infusion of the sneak (rad 6; power 48; turns 4; dispels darkness) sun infusion of the sneak (rad 6; power 48; turns 4; dispels darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 24). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 48) for 4 turns. 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 ability. |
biting gale rune (56 cold damage; freeze 3 turns with power 20) biting gale rune (56 cold damage; freeze 3 turns with power 20)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 56.16 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 20 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect 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 ability. |
Dawnumbra DawnumbraInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +11% fire / +14% cold Changes resistances penetration: +10% arcane / +5% light Changes damage: +18% light / +6% arcane Light radius: +2 Amulets can have magical properties. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet 'Layina' copper amulet 'Layina'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour penetration: +5 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +3 Con Critical mult.: +9.00% Physical save: +9 (+5 eff.) Life regen: +0.60 Amulets can have magical properties. |
grounding copper amulet grounding copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% lightning Stun/Freeze immunity: +24% Amulets can have magical properties. |
Filthstar the steel ring Filthstar the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 12 nature Changes stats: +4 Dex Changes resistances: +18% nature Changes resistances penetration: +10% light Rings can have magical properties. |
copper ring 'Getohek' copper ring 'Getohek'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% fire Changes damage: +11% fire Mental save: +6 (+2 eff.) Poison immunity: +10% Disease immunity: +25% Silence immunity: +10% Teleport immunity: +20% Only die when reaching: -40.00 life Rings can have magical properties. |
marksman's gold ring of clarity marksman's gold ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +4 Dex Mental save: +7 (+3 eff.) Confusion immunity: +21% Rings can have magical properties. |
opal ring opal ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Rings can have magical properties. |
pixie's steel ring of tenacity pixie's steel ring of tenacityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Cun / +2 Mag Disarm immunity: +22% Pinning immunity: +30% Knockback immunity: +20% Maximum life: +20.00 Spellpower: +5 (+4 eff.) Rings can have magical properties. |
steel ring of the mountain (+12%) steel ring of the mountain (+12%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +12% physical Changes damage: +12% physical Rings can have magical properties. |
titan's steel ring titan's steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Con Physical save: +8 (+4 eff.) Rings can have magical properties. |
Xanoriadheta (12-15.6 power, 6 apr) Xanoriadheta (12-15.6 power, 6 apr)Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.0 - 15.6 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +6 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Changes resistances: +6% lightning Changes resistances penetration: +6% physical Spell save: +30 (+14 eff.) Silence immunity: +15% Confusion immunity: +25% Stun/Freeze immunity: +10% Sharp, short and deadly. |
iron dagger 'Eremyzilaran' (15.5-20.15 power, 5 apr) iron dagger 'Eremyzilaran' (15.5-20.15 power, 5 apr)Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 15.5 - 20.2 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Changes stats: +10 Cun / +3 Str Infravision radius: +2 Sharp, short and deadly. |
Cyraldatha the rough leather belt Cyraldatha the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +2 Defense: +10 (+3 eff.) Damage when hit (Melee): 4 physical Changes stats: +3 Con Changes resistances: +3% physical Stealth bonus: +6 Physical save: +30 (+15 eff.) A belt that goes around your waist. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Salutta the Demonlord Salutta the DemonlordCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Damage when hit (Melee): 16 darkness Changes stats: +4 Str Changes resistances: +6% fire / +6% cold Stamina each turn: +0.80 Maximum life: +20.00 Maximum stamina: +15.00 A belt that goes around your waist. |
hardened leather belt of burglary hardened leather belt of burglaryCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Dex / +4 Cun / +6 Lck Trap disarming bonus: +5 Stealth bonus: +8 Infravision radius: +5 A belt that goes around your waist. |
rough leather belt of unlife 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. |
Ce'Newen (1 def, 4 armour) Ce'Newen (1 def, 4 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour penetration: +2 Physical crit. chance: +8.0% Armour: +4 Defense: +1 (+0 eff.) Damage when hit (Melee): 16 blight Changes stats: +2 Str / +2 Con A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Lightravage' (1 def, 0 armour) linen cloak 'Lightravage' (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +3 Defense: +1 (+0 eff.) Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 20 light Changes stats: +1 Cun / +2 Dex Changes resistances penetration: +5% mind Changes damage: +3% light A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Islyvena (2 def, 2 armour) Islyvena (2 def, 2 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour: +2 Defense: +2 (+1 eff.) Changes resistances: +22% acid / +21% lightning / +10% blight Changes resistances penetration: +10% mind Changes damage: +15% acid / +14% lightning Life regen: +3.50 Maximum life: +57.00 Healing mod.: +15% Heals friendly targets nearby when you use a nature summon: +30 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
ancient cashmere robe of alchemy (2 def, 0 armour) ancient cashmere robe of alchemy (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Mag Changes resistances: +12% acid / +11% physical / +14% fire / +12% cold Changes resistances penetration: +8% temporal / +6% physical Changes damage: +7% acid / +12% physical / +7% fire / +5% temporal / +9% cold Talent cooldown: Refit Golem (-4 turns) Reduces paradox anomalies(equivalent to willpower): +10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Xymibrelaith (0 def, 1 armour) Xymibrelaith (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +3 Str Changes resistances: +1% physical Changes resistances penetration: +10% acid Physical save: +9 (+5 eff.) Life regen: +2.50 Healing mod.: +11% A pair of boots made of leather. |
Storm Bringer's Gauntlets (0 def, 3 armour) Storm Bringer's Gauntlets (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Mag Changes resistances: +15% lightning Changes resistances cap: +5% lightning Changes damage: +10% lightning Critical mult.: +20.00% Spell crit. chance: +5% When used to modify unarmed attacks: Base power: 23.0 - 32.2 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +4.0% Attack speed: 83% When this weapon hits: Chain Lightning (20% chance level 3). When this weapon hits: Nova (15% chance level 2). Damage (Melee): +20 lightning It can be used to activate talent Chain Lightning (costing 14 power out of 16/16) : Effective talent level: 3.0 Power cost: 14 out of 16/16. Range: 10 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 22.29 to 66.88 damage and forking to another target. It can hit up to 6 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Taintspitter (0 def, 1 armour) Taintspitter (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +1 Effects on melee hit: * Slows global speed by 30% Changes stats: +3 Dex Changes resistances: +9% light Changes damage: +3% light / +3% nature Light radius: +1 When used to modify unarmed attacks: Base power: 7.0 - 7.7 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +6 Armour Penetration: +1 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +8 nature Burst (radius 2) on crit: +4 nature Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves 'Voreyann' (0 def, 1 armour) rough leather gloves 'Voreyann' (0 def, 1 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Armour: +1 Fatigue: -4% Changes stats: +2 Str / +3 Dex / +8 Con Physical save: +5 (+3 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +23% 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 / acc Accuracy: +6 Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Perfect Control (10% chance level 1). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Arthesin the Dayoozer (0 def, 1 armour) Arthesin the Dayoozer (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +1 Fatigue: +1% Damage when hit (Melee): 12 light Changes stats: +3 Dex / +4 Wil / +6 Cun / +2 Con Changes resistances: +6% light A cap made of leather. |
Curevengeance the iron helm (0 def, 3 armour) Curevengeance the iron helm (0 def, 3 armour)Requires: - Talent 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: * Slows global speed by 30% Damage when hit (Melee): 4 light Changes resistances: +6% nature / +6% light Changes damage: +3% light Stamina when hit: +0.80 Equilibrium when hit: +1.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Erelayon (0 def, 3 armour) Erelayon (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +6 Str / +2 Cun / +5 Con Changes resistances penetration: +10% acid A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Radhurain' (0 def, 3 armour) iron helm 'Radhurain' (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Cun / +3 Wil Changes resistances: +5% arcane / +12% acid Confusion immunity: +15% Stun/Freeze immunity: +20% Knockback immunity: +20% Only die when reaching: -80.00 life Mindpower: +4 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat 'Areda' (1 def, 0 armour) linen wizard hat 'Areda' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +3 Physical power: +4 (+1 eff.) Defense: +1 (+0 eff.) Changes stats: +6 Dex Changes resistances: +16% lightning Changes damage: +11% lightning Maximum life: +30.00 Maximum stamina: +5.00 A pointy cloth hat, very wizardly... |
Ulithad the Glowstoker (dig speed 29 turns) Ulithad the Glowstoker (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 16 light / 8 nature Changes stats: +1 Str Changes resistances: +3% light Changes damage: +9% light Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Yvegamira YvegamiraCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +6% blight / +3% lightning Physical save: +30 (+15 eff.) Spell save: +19 (+9 eff.) Mental save: +33 (+11 eff.) Light radius: +5 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. |
brass lantern 'Flashscar' brass lantern 'Flashscar'Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 10 fire / 8 nature / 8 light Changes resistances: +6% fire Changes resistances penetration: +5% nature Changes damage: +9% light Light radius: +5 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. |
brass lantern 'Islita' brass lantern 'Islita'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% * 20% chance to disease Damage when hit (Melee): 8 acid / 20 blight Changes resistances penetration: +5% acid / +10% blight Mental save: +6 (+2 eff.) Light radius: +2 See stealth: +6 See invisible: +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. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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 (2/2) 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, costing 176 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 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), costing 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. |
warded steel torque of psychoportation [power 29] (27 cooldown) warded steel torque of psychoportation [power 29] (27 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Maximum wards: +1 physical / +1 mind / +2 darkness Talent granted: +1 Ward It can be used to teleport randomly (rad 29), putting all charms on cooldown for 27 turns. Torques are made by powerful psionics to store psionic powers. |
Achievements
By Sharazide the Shalore Rogue level 9
8th Dusk 122nd year of Ascendancy at 02:52 see stats
By Sharazide the Shalore Rogue level 10
22nd Dusk 122nd year of Ascendancy at 03:42 see stats
By Sharazide the Shalore Rogue level 20
15th Regrowth 123rd year of Ascendancy at 13:25 see stats
By Sharazide the Shalore Rogue level 14
44th Dusk 122nd year of Ascendancy at 10:19 see stats
By Sharazide the Shalore Rogue level 8
4th Flare 122nd year of Ascendancy at 13:01 see stats
By Sharazide the Shalore Rogue level 8
6th Flare 122nd year of Ascendancy at 08:57 see stats
By Sharazide the Shalore Rogue level 17
62nd Dusk 122nd year of Ascendancy at 11:07 see stats
Log
Sharazide is moving less freely.
Glyyawe the giant red ant uses Warshout.
Sharazide wanders around!.
Layylewyn the large white snake wanders around!.
Talent Heartseeker is ready to use.
Sharazide wears (replacing warded steel torque of psychoportation [power 29] (2/27 cooldown)): steel torque of clear mind 'Unradur' [power 2] (9 cooldown).
Talent Stealth is ready to use.
Talent Infusion: Wild is ready to use.
There is a way to the previous level here (press '' or right click to use).
You gain 1.90 gold from the transmogrification of enveloping linen cloak of the Shaloren (7 def, 0 armour).
You gain 17.06 gold from the transmogrification of Brodumakan (10-12 power, 2 apr, darkness element).
You gain 14.68 gold from the transmogrification of Venomraven.
There is a way to the next level here (press '' or right click to use).
Resting starts...
Sharazide seems more focused.
Talent Rune: Shielding is ready to use.
Sharazide activates Stealth.
Talent Infusion: Movement is ready to use.
Talent Grace of the Eternals is ready to use.
Talent Ward is ready to use.
Talent Evasion is ready to use.
Rested for 24 turns (stop reason: all resources and life at maximum).
Sharazide deactivates Stealth.
Sharazide deactivates Trained Reactions.