Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.5 |
Addons | Items Vault 1.0.1Donators/Buyers bonus! Stone Wardens DLC Class 1.0.5Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Cornac |
Class | Arcane Blade |
Level / Exp | 22 / 79% |
Size | medium |
Lifes / Deaths | Killed by skeleton mage at level 18 on the 17th Haze 122nd year of Ascendancy at 03:54 0 / 6Killed by Bethydabeth the venom drake hatchling at level 20 on the 30th Haze 122nd year of Ascendancy at 08:51 Killed by Saluwen the Guardian at level 22 on the 55th Haze 122nd year of Ascendancy at 17:38 Killed by Aerora the Guardian at level 22 on the 57th Haze 122nd year of Ascendancy at 02:40 Killed by Aerariatha the blade horror at level 22 on the 71st Haze 122nd year of Ascendancy at 04:26 Killed by Aerariatha the blade horror at level 22 on the 71st Haze 122nd year of Ascendancy at 05:40 |
Primary Stats
Strength | 44 (base 44) |
Dexterity | 12 (base 10) |
Constitution | 24 (base 20) |
Magic | 35 (base 32) |
Willpower | 15 (base 10) |
Cunning | 23 (base 16) |
Resources
Life | -120/589 |
Mana | 118/251 |
Stamina | 113/136 |
Healing Factor | 1.1 |
Regeneration | 0.275 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 3 |
Offense: Mainhand
Damage | 76 |
Accuracy | 42 |
Crit Chance | 23% |
APR | 10 |
Speed | 0.90 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 37.513412899092 |
Crit Chance | 24% |
Speed | 1 |
Offense: Mind
Mindpower | 21.35 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +8% |
Light | +6% |
Temporal | +13% |
Physical | +11% |
All | 0% |
Offense: Damage Penetration
Mind | +10% |
Defense: Base
Armour (hardiness) | 22 (50%) |
Defense | 25.35 |
Ranged Defense | 29.35 |
Fatigue | 24 |
Physical Save | 27.9 |
Spell Save | 17.5 |
Mental Save | 19.3 |
Defense: Resistances
Acid | + 11%( 70%) |
Blight | + 18%( 70%) |
Physical | + 13%( 70%) |
Cold | + 18%( 70%) |
All | + 3%( 70%) |
Darkness | + 40%( 70%) |
Temporal | + 11%( 70%) |
Fire | + 17%( 70%) |
Lightning | + 23%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Bleed Resistance | 40% |
Instadeath Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 210 life over 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 234 damage for 4 turns. Its effects scale with your Cunning stat. |
Class Talents
Technique / Magical combat | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 4/5 |
Spell / Earth | 1.40 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Enhancement | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.10 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Cunning / Dirty fighting | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Stone | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.10 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.10 |
| 1/5 |
| 4/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
talent | Arcane Combat |
talent | Arcane Feed |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
detrimental effect | Huge cut that bleeds, doing 4.64 physical damage per turn. Bleeding |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | 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 gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You failed to protect the lost sun paladin from death by wolf. Escort: lost sun paladin (level 2 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Unflinching Resolve (+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 have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * 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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 53. | 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 AlchemistsUngrol 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 pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * '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.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 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 | Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed, costing 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
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: +40.00 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. |
On head | Shinestreaker the hardened leather cap (0 def, 3 armour) Shinestreaker the hardened leather cap (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when the wearer hits(melee): 4 mind Damage when the wearer is hit: 8 mind Changes resistances: +8% fire / +10% cold / +9% lightning / +8% acid Changes resistances penetration: +5% mind Changes damage: +6% light A cap made of leather. |
On hands | Crystle's Astral Bindings (0 def, 0 armour) Crystle's Astral Bindings (0 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes damage: +8% darkness / +8% temporal Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 Spell crit. chance: +3% Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Tool | Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 Mindpower: +3 It can be used to activate talent Psionic Pull (costing 18 power out of 18/35) : Effective talent level: 3.0 Power cost: 18 out of 18/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 42 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
On fingers | marksman's copper ring marksman's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 Changes stats: +2 Dex Rings can have magical properties. |
On fingers | Chidunarand the Shinequeen Chidunarand the ShinequeenCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +8 Changes stats: +4 Cun Damage when the wearer is hit: 16 light Changes resistances penetration: +5% mind Light radius: +1 Rings can have magical properties. |
Around neck | grounding steel amulet of healing grounding steel amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% lightning Cut immunity: +40% Stun/Freeze immunity: +20% Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 159 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
In main hand | Sword of Potential Futures (28-39.2 power, 10 apr) Sword of Potential Futures (28-39.2 power, 10 apr)Requires: - Magic 24 - Strength 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 It is part of a set of items. Base power: 28.0 - 39.2 Uses stats: 20% Mag, 80% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Physical crit. chance: +8.0% Attack speed: 90% Damage when this weapon hits: +5 temporal Damage conversion: 30% temporal When wielded/worn: Changes damage: +5% temporal Spellpower: +5 Spell crit. chance: +5% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair; twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
Around waist | insulating rough leather belt of the mystic insulating rough leather belt of the mysticPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% cold / +6% fire Mental save: +6 Spellpower: +2 A belt that goes around your waist. |
In off hand | Black Mesh (8 def, 2 armour, 29 dam, 101.5 block) Black Mesh (8 def, 2 armour, 29 dam, 101.5 block)Requires: - Strength 20 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 29.0 - 34.8 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +4.0% procs dam / acc Physical crit. chance: +5.0% Block value: +102 When wielded/worn: Armour: +2 Defense: +8 Ranged Defense: +8 Fatigue: +12% Changes resistances: +30% darkness / +15% blight Talent granted: +3 Block Stamina each turn: +2.00 When you block an attack, there is a 30% of pulling in the attacker. Black, interwoven tendrils form this mesh that can be used as shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
Cloak | Wrap of Stone (0 def, 10 armour) Wrap of Stone (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +20% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.10 Spell / Stone +0.20 Spell / Earth Spellpower: +6 It can be used to activate talent Stone Wall (costing 50 power out of 50/50) : Effective talent level: 1.4 Power cost: 50 out of 50/50. Range: 7.0 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 5 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 90.83 physical dmage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
Main armor | Skin of Many (12 def, 6 armour) Skin of Many (12 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 Fatigue: +7% Changes stats: +4 Con Talent mastery: -0.20 Cunning / Stealth Maximum life: +40.00 Infravision radius: +3 The stitched-together skin of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
Inventory
movement infusion of the warrior (646% speed; 5 turns) movement infusion of the warrior (646% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 646% 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 Strength 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. |
Rune of the Rift (210.00 temporal damage, removed from time 4 turns) Rune of the Rift (210.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4.0 Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Inflicts 237.30 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 60 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. 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. |
frozen spear rune of the wizard (125 cold damage) frozen spear rune of the wizard (125 cold damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5.0 Cooldown: 21 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a bolt of ice, doing 125.00 cold damage with a chance to freeze the target. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. 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 ability. |
shielding rune of the wizard (absorb 247 for 4 turns) shielding rune of the wizard (absorb 247 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 247 damage for 4 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 ability. |
Mirror Shards Mirror ShardsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when the wearer is hit: 10 blinding Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate), costing 24 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
clarifying steel amulet clarifying steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% mind Confusion immunity: +20% Amulets can have magical properties. |
copper amulet of magic (+2) copper amulet of magic (+2)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Mag Amulets can have magical properties. |
restful steel amulet of cunning (+4) restful steel amulet of cunning (+4)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +4 Cun Life regen: +0.90 Amulets can have magical properties. |
steel amulet of strength (+4) steel amulet of strength (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Str Amulets can have magical properties. |
Goranik the Vilethorn Goranik the VilethornInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when the wearer hits(melee): 2 mind Changes resistances: +32% nature / +9% mind Changes resistances penetration: +5% nature Changes damage: +16% nature / +3% mind Rings can have magical properties. |
mule's steel ring of nature (+20%) mule's steel ring of nature (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -6% Changes resistances: +20% nature Changes damage: +10% nature Maximum encumbrance: +20 Rings can have magical properties. |
Unerring Scalpel (15-19.5 power, 25 apr) Unerring Scalpel (15-19.5 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 55% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 Physical crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Skullcleaver (16-22.4 power, 3 apr) Skullcleaver (16-22.4 power, 3 apr)Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 16.0 - 22.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +12.0% Attack speed: 100% When this weapon hits: Greater Weapon Focus (10% chance level 2). Damage when this weapon hits: +10 draining blight When wielded/worn: Changes damage: +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 Damage when the wearer is hit: 10 cold Changes resistances: +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent mastery: +0.10 Spell / Water Spellpower: +4 Movement speed: +15% This deep blue robe flows and ripples as if pushed by an invisible tide. |
spellwoven woollen robe of Angolwen (0 def, 0 armour) spellwoven woollen robe of Angolwen (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +2 Wil / +2 Mag Spell save: +16 Silence immunity: +21% Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +9 Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
archer's hardened leather gloves of magic (+3) (0 def, 2 armour) archer's hardened leather gloves of magic (+3) (0 def, 2 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +6 Armour penetration: +6 Armour: +2 Changes stats: +3 Dex / +2 Mag / +3 Cun Changes damage: +3% arcane It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
restful iron gauntlets of dexterity (+2) (0 def, 1 armour) restful iron gauntlets of dexterity (+2) (0 def, 1 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 Armour: +1 Changes stats: +2 Dex Life regen: +1.00 Stamina each turn: +0.60 Maximum stamina: +10.00 Metal gloves protecting the hands up to the middle of the lower arm. |
grounding rough leather cap of the depths (0 def, 1 armour) grounding rough leather cap of the depths (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% cold / +6% lightning / +7% temporal Allows you to breathe in: water A cap made of leather. |
linen wizard hat of nature (+15%) (1 def, 0 armour) linen wizard hat of nature (+15%) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes resistances: +15% nature Changes damage: +10% nature A pointy cloth hat, very wizardly... |
Eel-skin armour (10 def, 1 armour) Eel-skin armour (10 def, 1 armour)Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +1 Defense: +10 Fatigue: +2% Changes stats: +3 Cun / +2 Dex Poison immunity: +30% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 18 power out of 50/50) : Effective talent level: 2.0 Power cost: 18 out of 50/50. Range: 10.0 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 32.08 to 96.24 damage. The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Coral Spray (8 def, 8 armour, 18 dam, 48 block) Coral Spray (8 def, 8 armour, 18 dam, 48 block)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 18.0 - 25.2 Uses stat: 140% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +4.0% procs dam / acc Physical crit. chance: +2.0% Block value: +48 Damage when this weapon hits: +10 cold When wielded/worn: Armour: +8 Defense: +8 Fatigue: +12% Changes resistances: +10% fire / +15% cold Talent granted: +2 Block Maximum air capacity: +20.00 When you block an attack, there is a chance that a spray of icy cold water will spray at the target. A chunk of jagged coral, dredged from the ocean. |
39 alchemist agate 39 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. |
7 onyx 7 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 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 Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
woodsman's iron pickaxe (dig speed 38 turns) woodsman's iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 emerald 3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Gems can be sold for money or used in arcane rituals. |
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. |
2 garnet 2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification 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 is 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. |
dwarven-steel torque of clear mind 'Olekalthobar' [power 3] (31/20 cooldown) dwarven-steel torque of clear mind 'Olekalthobar' [power 3] (31/20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes resistances: +3% nature / +12% fire Spell save: +6 It can be used to absorb and nullify at most 3 detrimental mental status effects in the next 10 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of psychoportation 'Radheziladas' [power 35] (31/30 cooldown) dwarven-steel torque of psychoportation 'Radheziladas' [power 35] (31/30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes resistances: +3% mind / +6% temporal Changes resistances penetration: +10% temporal Talent cooldown: Silence (+5 turn) Talent granted: +3 Silence It can be used to teleport randomly (rad 35), placing all other charms into a 30 cooldown. Torques are made by powerful psionics to store psionic powers. |
2 amethyst 2 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% Gems can be sold for money or used in arcane rituals. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals. |
Achievements
By Marisa the Cornac Arcane Blade level 13
41st Dusk 122nd year of Ascendancy at 00:13 see stats
By Marisa the Cornac Arcane Blade level 20
30th Haze 122nd year of Ascendancy at 08:43 see stats
By Marisa the Cornac Arcane Blade level 17
62nd Dusk 122nd year of Ascendancy at 11:06 see stats
By Marisa the Cornac Arcane Blade level 10
7th Mirth 122nd year of Ascendancy at 18:01 see stats
By Marisa the Cornac Arcane Blade level 20
21st Haze 122nd year of Ascendancy at 15:08 see stats
By Marisa the Cornac Arcane Blade level 13
19th Dusk 122nd year of Ascendancy at 20:53 see stats
By Marisa the Cornac Arcane Blade level 12
10th Flare 122nd year of Ascendancy at 06:29 see stats
By Marisa the Cornac Arcane Blade level 14
54th Dusk 122nd year of Ascendancy at 09:06 see stats
By Marisa the Cornac Arcane Blade level 20
30th Haze 122nd year of Ascendancy at 10:13 see stats
Log
Aerariatha the blade horror hits Marisa for 154 mind damage.
Marisa regains hope.
Bleeding from Aerariatha the blade horror hits Marisa for 3 physical damage.
Burning from Aerariatha the blade horror hits Marisa for 3 fire damage.
Aerariatha the blade horror uses Sleep.
Marisa has been put to sleep.
Marisa is suffering from insomnia.
Marisa is not stunned anymore.
Marisa has recovered!
Bleeding from Aerariatha the blade horror hits Marisa for 3 physical damage.
Burning from Aerariatha the blade horror hits Marisa for 3 fire damage.
Aerariatha the blade horror uses Mind Sear.
Aerariatha the blade horror hits Marisa for 154 mind damage.
Marisa is no longer sleeping.
Thought-forged bowman is pulled in!
Marisa hits Thought-forged bowman for 42 physical damage.
Talent Earthen Missiles is ready to use.
Talent Teleport is ready to use.
Talent Phase Door is ready to use.
Talent Overpower is ready to use.
Marisa stops burning.
Bleeding from Aerariatha the blade horror hits Marisa for 3 physical damage.
Aerariatha the blade horror uses Psionic Pull.
Marisa is no longer suffering from insomnia.
Bleeding from Aerariatha the blade horror hits Marisa for 3 physical damage.
Aerariatha the blade horror uses Mind Sear.
Saving game...