Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.5 |
| Addons | Stone Wardens DLC Class 1.0.5Donators/Buyers bonus! Items Vault 1.0.1Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Archer |
| Level / Exp | 24 / 75% |
| Size | medium |
| Lifes / Deaths | Killed by Tisen the dwarf at level 24 on the 16th Regrowth 123rd year of Ascendancy at 13:13 / 1 |
Primary Stats
| Strength | 39 (base 30) |
| Dexterity | 50 (base 39) |
| Constitution | 27 (base 10) |
| Magic | 12 (base 10) |
| Willpower | 32 (base 10) |
| Cunning | 46 (base 25) |
Resources
| Life | -21/581 |
| Stamina | 196/204 |
| Healing Factor | 1.1 |
| Regeneration | 3.905 |
Speed
| Mental | +13.711528679869% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
Offense: Mainhand
| Damage | 71 |
| Accuracy | 60 |
| Crit Chance | 20% |
| APR | 15 |
| Speed | 0.62 |
Offense: Spell
| Spellpower | 16 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 35.4 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +3% |
| Mind | +22% |
| Physical | +32% |
Offense: Damage Penetration
| Acid | +15% |
| Physical | +18% |
| Temporal | +10% |
Defense: Base
| Armour (hardiness) | 31.56 (88.454810495627%) |
| Defense | 20.5 |
| Ranged Defense | 20.5 |
| Fatigue | 21 |
| Physical Save | 27.55 |
| Spell Save | 25.2 |
| Mental Save | 38.65 |
Defense: Resistances
| Acid | + 9%( 70%) |
| Nature | + 13%( 70%) |
| Physical | + 5%( 70%) |
| Cold | + 27%( 70%) |
| All | + 3%( 70%) |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 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: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental effects and reduce all damage taken by 18% for 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 237 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 735% 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. |
Class Talents
| Technique / Archery - bows | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat veteran | 0.90 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery excellence | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Trapping | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Archery - slings | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Technique / Field control | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.20 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Intuitive Shots |
| talent | Rapid Shot |
| beneficial effect | The target is waiting to be recalled back to the worldmap. Recalling |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
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 lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Strength by +2. | done |
You failed to protect the lost sun paladin from death by Gluda the giant red ant. Escort: lost sun paladin (level 4 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you improved talent Charm Mastery (+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 Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 |
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. | 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 |
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 within5 lumberjacks have died. | 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 31 power out of 31/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
| Quiver | quiver of yew arrows 'Goredugund' (32/31, 35-49 power, 10 apr) quiver of yew arrows 'Goredugund' (32/31, 35-49 power, 10 apr)Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 3 Base power: 35.0 - 49.0 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +15.0% Capacity: 31 Special effect when this weapon crits: cripple the target Burst (radius 1) on hit: +4 arcane / +4 temporal Burst (radius 2) on crit: +4 temporal Damage conversion: 10% arcane Arrows are used with bows to pierce your foes to death. |
| Light source | Haruthel the brass lantern Haruthel the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances penetration: +10% temporal Spell save: +3 Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +4 Light radius: +4 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 | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 Spell save: +12 Mental save: +12 A great helm that belonged to Garkul the Devourer, one of the greatest orcs to live. |
| Tool | steel torque of psychoportation [power 28] (19 cooldown) steel torque of psychoportation [power 28] (19 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to teleport randomly (rad 28), placing all other charms into a 19 cooldown. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% 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 tidal wave, costing 37 power out of 60/60. This azure ring seems to be always moist to the touch. |
| On fingers | 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. |
| Around waist | Glowstrider the rough leather belt Glowstrider the rough leather beltInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +6 Changes stats: +1 Wil Damage when the wearer hits(melee): 2 physical Changes resistances: +1% physical Mental save: +6 Maximum life: +45.00 Light radius: +2 A belt that goes around your waist. |
| In main hand | Lisurathra the dragonbone longbow Lisurathra the dragonbone longbowRequires: - Dexterity 48 - Talent Shoot Crafted by a master Infused by psionic forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 70% Firing range: +10 Travel speed: +200% Damage when this weapon hits(ranged): +17 mind Burst (radius 1) on hit: +6 acid When wielded/worn: Changes stats: +6 Cun / +7 Wil Damage when the wearer hits(ranged): 8 acid Changes resistances: +6% acid Changes resistances penetration: +18% physical / +15% acid Changes damage: +19% physical / +22% mind / +3% acid Mindpower: +10 Longbows are used to shoot arrows at your foes. |
| On hands | restful iron gauntlets of dexterity (+3) (0 def, 1 armour) restful iron gauntlets of dexterity (+3) (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: +12 Armour: +1 Changes stats: +3 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. |
| Main armor | enlightening steel plate armour of Eyal (4 def, 9 armour) enlightening steel plate armour of Eyal (4 def, 9 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 Fatigue: +22% Changes stats: +4 Cun / +4 Wil Mental save: +12 Life regen: +1.50 Maximum life: +46.00 Healing mod.: +10% A suit of armour made of metal plates. |
| Cloak | linen cloak 'Mardynik' (1 def, 0 armour) linen cloak 'Mardynik' (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Defense: +1 Fatigue: -6% Changes stats: +2 Cun / +2 Dex Changes resistances: +1% physical Changes damage: +3% physical Life regen: +0.40 Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | wanderer's steel amulet of murder wanderer's steel amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +6 Armour penetration: +5 Physical crit. chance: +4.0% Fatigue: -5% Changes stats: +4 Dex / +4 Cun / +4 Con Critical mult.: +12.00% Life regen: +0.40 Stamina each turn: +0.50 Movement speed: +10% Amulets can have magical properties. |
Inventory
wild infusion of the titan (resist 31%; cure magical) wild infusion of the titan (resist 31%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical effects and reduce all damage taken by 31% for 6 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 ability. |
teleportation rune of the psychic (range 61) teleportation rune of the psychic (range 61)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: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 61 with a minimum range of 15. Its effects scale with your Willpower 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. |
Dairulathathel DairulathathelCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +5% arcane Talent mastery: +0.15 Technique / Archery prowess Spell save: +3 Mana when firing critical spell: +2.00 New effects duration reduction after a teleport: +10% Amulets can have magical properties. |
Velida the Plaguebile Velida the PlaguebileInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +9% nature Changes resistances penetration: +5% blight Changes damage: +12% nature / +6% blight Mental save: +8 Confusion immunity: +16% Mindpower: +9 Amulets can have magical properties. |
copper amulet of vision copper amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Blindness immunity: +12% Infravision radius: +3 Sight radius: +2 See invisible: +6 Amulets can have magical properties. |
insulating steel amulet of the fish insulating steel amulet of the fishInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% cold / +11% fire Allows you to breathe in: water Amulets can have magical properties. |
restful copper amulet of magic (+3) restful copper amulet of magic (+3)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Mag Life regen: +1.10 Amulets can have magical properties. |
steel amulet of dexterity (+3) steel amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Dex Amulets can have magical properties. |
rogue's steel ring rogue's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 Changes stats: +3 Cun Rings can have magical properties. |
steel ring 'Kilathasarab' steel ring 'Kilathasarab'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances penetration: +10% arcane Disarm immunity: +25% Pinning immunity: +26% Knockback immunity: +28% Equilibrium when hit: +0.04 Psi when hit: +0.08 Maximum life: +28.00 Rings can have magical properties. |
warrior's steel ring of arcana(+0.14/turn) warrior's steel ring of arcana(+0.14/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Silence immunity: +22% Mana each turn: +0.14 Rings can have magical properties. |
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. |
rough leather belt 'Thunderstreak' rough leather belt 'Thunderstreak'Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +6 Changes resistances: +6% blight Changes resistances penetration: +5% lightning / +15% blight It can be used to create a temporary shield that absorbs 203 damage, placing all other charms into a 19 cooldown. A belt that goes around your waist. |
Brightpunish (1 def, 6 armour) Brightpunish (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 Changes resistances: +6% nature / +11% cold / +3% light Light radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of implacability (1 def, 0 armour) linen cloak of implacability (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Physical save: +6 Mental save: +5 Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Betimira the Willowdredge (6 def, 5 armour) Betimira the Willowdredge (6 def, 5 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +6 Ranged Defense: +7 Fatigue: +5% Changes stats: +4 Dex / +7 Cun / +3 Con Damage when the wearer is hit: 8 temporal Changes resistances: +3% temporal Changes resistances penetration: +20% nature Changes damage: +6% blight Physical save: +18 Mental save: +19 It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 1.0 Power cost: 10 out of 15/15. Range: 7.0 Travel Speed: instantaneous Description: Jump away 3 grids from your target. A pair of boots made of leather. |
Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
pair of rough leather boots of tirelessness (0 def, 1 armour) pair of rough leather boots of tirelessness (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Stamina each turn: +0.40 Maximum stamina: +11.00 A pair of boots made of leather. |
traveler's pair of iron boots (0 def, 3 armour) traveler's pair of iron boots (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -3% Maximum encumbrance: +21 Physical save: +5 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
iron gauntlets 'Glissra' (0 def, 1 armour) iron gauntlets 'Glissra' (0 def, 1 armour)Requires: - Talent Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage when the wearer hits(melee): 15 mind / 14 darkness Changes resistances: +3% temporal Mental save: -13 Poison immunity: +5% Teleport immunity: +5% Mindpower: +4 Defense after a teleport: +5 It can be used to activate talent Ruined Earth, placing all other charms into a 13 cooldown : Effective talent level: 3.0 Power cost: 13 out of 20/20. Range: 5.0 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
Glubrerin the Morningquick (0 def, 1 armour) Glubrerin the Morningquick (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Dex Damage when the wearer hits(melee): 4 light Changes resistances: +3% nature / +3% blight / +3% darkness Light radius: +1 A cap made of leather. |
42 alchemist agate 42 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. |
8 opal 8 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. |
topaz 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. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon spiders, costing 49 power out of 10/100. Dry and dusty to the touch, it still seems to retain some of shadow of life. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 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. |
Rod of Recall (2/3) Rod of Recall (2/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 124 power out of 286/400. 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. |
Hellsrazor [power 45] (13 cooldown) Hellsrazor [power 45] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Damage when the wearer hits(melee): 4 fire Changes resistances: +6% fire Changes damage: +6% fire It can be used to setup a psionic shield, reducing all fire and cold damage by 45 for 6 turns, placing all other charms into a 13 cooldown. Torques are made by powerful psionics to store psionic powers. |
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 11 power out of 35/35) : Effective talent level: 3.0 Power cost: 11 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 68 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
Tolar the steel torque of thermal psionic shield [power 49] (13 cooldown) Tolar the steel torque of thermal psionic shield [power 49] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Talent cooldown: Silence (+5 turn) Talent granted: +2 Silence Spell crit. chance: +4% Damage Shield penetration: +20% It can be used to setup a psionic shield, reducing all fire and cold damage by 49 for 6 turns, placing all other charms into a 13 cooldown. When used: 100% chance to regenerate 3 psi. Torques are made by powerful psionics to store psionic powers. |
steel torque of clear mind [power 2] (13 cooldown) steel torque of clear mind [power 2] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to absorb and nullify at most 2 detrimental mental status effects in the next 10 turns, placing all other charms into a 13 cooldown. Torques are made by powerful psionics to store psionic powers. |
Earinik the dragonbone totem of cure illness [power 3] (13 cooldown) Earinik the dragonbone totem of cure illness [power 3] (13 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +3 Wil Changes resistances: +6% blight / +3% cold / +3% light Mental save: +3 It can be used to removes up to 3 diseases from the target, placing all other charms into a 13 cooldown. Natural totems are made by powerful wilders to store nature power. |
ash totem of cure poisons 'Layakira' [power 2] (13 cooldown) ash totem of cure poisons 'Layakira' [power 2] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +2 Str / +1 Dex / +1 Wil Damage when the wearer hits(melee): 2 mind Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle It can be used to removes up to 2 poisons from the target, placing all other charms into a 13 cooldown. Natural totems are made by powerful wilders to store nature power. |
volcanic ash wand of firewall [power 113] (4 cooldown) volcanic ash wand of firewall [power 113] (4 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Talent granted: +2 Volcano It can be used to creates a wall of flames lasting for 4 turns (dam 113 overall), placing all other charms into a 4 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Madness (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By GrmblArcher the Cornac Archer level 11
11st Dusk 122nd year of Ascendancy at 16:27 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By GrmblArcher the Cornac Archer level 10
1st Dusk 122nd year of Ascendancy at 03:36 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By GrmblArcher the Cornac Archer level 20
27th Haze 122nd year of Ascendancy at 07:21 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By GrmblArcher the Cornac Archer level 13
43rd Dusk 122nd year of Ascendancy at 12:50 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.By GrmblArcher the Cornac Archer level 18
11st Haze 122nd year of Ascendancy at 11:04 see stats
Log
Bolanfal the halfling uses Snap.
Wliera the thalore uses Wrath of the Woods.
Wliera the thalore radiates power.
Bolanfal the halfling activates Stealth.
Bolanfal the halfling activates Deadly Poison.
Bolanfal the halfling deactivates Numbing Poison.
GrmblArcher is moving less freely.
Tisen the dwarf uses Mind Parasite.
Weaver young is infected with a mind parasite.
Wliera the thalore's aura of power vanishes.
Wliera the thalore slows down.
GrmblArcher slows down.
Ungolmor misses Something.
Ungolmor's morale has been lowered.
Weaver young takes fate by the hand.
Weaver young's morale has been lowered.
Ungolmor's morale has been lowered.
Ungolmor slows down.
Tisen the dwarf's projectile hits Ungolmor for 552 nature damage.
Weaver young slows down.
Tisen the dwarf's projectile hits Weaver young for 552 nature damage.
Ungolmor slows down.
Tisen the dwarf's projectile hits Ungolmor for 552 nature damage.
Saving game...
