Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.2 |
| Addons | Ashes of Urh'Rok 1.2.4Official 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:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Thalore |
| Class | Wyrmic |
| Level / Exp | 10 / 71% |
| Size | medium |
| Lifes / Deaths | Killed by Zubuvena the sick wolf at level 5 on the 78th Pyre 122nd year of Ascendancy at 08:35 0 / 5Killed by deformed giant venus flytrap at level 5 on the 79th Pyre 122nd year of Ascendancy at 03:10 Killed by shadow at level 5 on the 79th Pyre 122nd year of Ascendancy at 03:41 Killed by cold drake hatchling at level 7 on the 1st Dusk 122nd year of Ascendancy at 14:00 Killed by Vorith the skeleton magus at level 10 on the 10th Dusk 122nd year of Ascendancy at 19:15 |
Primary Stats
| Strength | 28 (base 23) |
| Dexterity | 20 (base 15) |
| Constitution | 20 (base 17) |
| Magic | 8 (base 10) |
| Willpower | 28 (base 24) |
| Cunning | 17 (base 10) |
Resources
| Life | -6/328 |
| Stamina | 172/172 |
| Equilibrium | 15 |
| Healing Factor | 1.3303149191579 |
| Regeneration | 21.085491468653 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +32.441686460958% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 1 |
| See Stealth | 10 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 45 |
| Accuracy | 32 |
| Crit Chance | 5% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 33.2 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| All | +0% |
Defense: Base
| Armour (hardiness) | 22.4 (74.117647058824%) |
| Defense | 18.5 |
| Ranged Defense | 18.5 |
| Fatigue | 28 |
| Physical Save | 33.9 |
| Spell Save | 29.8 |
| Mental Save | 42.322324213541 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 60 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 87 and cleanse 1 wound and poison effect. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 and reflecting at most 140 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Cold drake aspect | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fungus | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Effects
| talent | Wild Growth |
| talent | Meditation |
| detrimental effect | The target is on fire, taking 20.60 fire damage per turn. Burning |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| beneficial effect | A flow of life spins around the target, regenerating 12.00 life per turn. Regeneration |
Quests
You failed to protect the lost sun paladin from death by sick fox. Escort: lost sun paladin (level 2 of Heart of the Gloom) | failed |
You failed to protect the repented thief from death by king cobra. Escort: repented thief (level 1 of Old Forest) | failed |
You failed to protect the worried loremaster from death by war hound. Escort: worried loremaster (level 2 of Old Forest) | failed |
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 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 |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos&WHITELIGHT_GREEN | done |
Various alchemists around Maj&WHITEGREENWHITERED The Brotherhood of Alchemists | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| On feet | wanderer& wanderer&Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +1 Cun / +2 Con Physical save: +11 (+6 eff.) Mental save: +11 (+4 eff.) A pair of boots made of leather. |
| Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (81 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Gloroganne the Noonblack (0 def, 3 armour) Gloroganne the Noonblack (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +4 Armour: +3 Fatigue: +5% Damage when hit (Melee): 8 light Changes stats: +2 Cun / +2 Dex Changes damage: +6% light Mindpower: +2 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | miner& miner&Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | rogue& rogue&Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+3 eff.) Changes stats: +2 Cun Rings can have magical properties. |
| On fingers | steel ring of power steel ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+5 eff.) Mindpower: +5 (+2 eff.) Rings can have magical properties. |
| Around waist | grounding rough leather belt of life grounding rough leather belt of lifeInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +6% temporal Life regen: +0.60 Healing mod.: +11% A belt that goes around your waist. |
| In main hand | thought-forged iron greatsword of massacre (20.5-32.8 power, 1 apr) thought-forged iron greatsword of massacre (20.5-32.8 power, 1 apr)Requires: - Strength 11 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 20.5 - 32.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 17% chance to cause random gloom Damage (Melee): +7 mind When wielded/worn: Changes stats: +2 Cun / +3 Wil Massive two-handed swords. |
| On hands | polar rough leather gloves of strength (+2) (0 def, 1 armour) polar rough leather gloves of strength (+2) (0 def, 1 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +1 Damage (Melee): 6 cold Changes stats: +2 Str Changes resistances: +5% cold Changes damage: +4% cold Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Flareborn (4 def, 9 armour) Flareborn (4 def, 9 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+3 eff.) Fatigue: +22% Changes resistances: +9% acid Changes resistances penetration: +10% acid Maximum life: +32.00 A suit of armour made of metal plates. |
| Cloak | linen cloak of protection (1 def, 0 armour) linen cloak of protection (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Spell save: +7 (+3 eff.) Mental save: +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | 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... |
Inventory
This item will automatically be transmogrified when you leave the level. healing infusion of the wizard (heal 41)healing infusion of the wizard (heal 41) 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: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 41 and cleanse 1 wound and poison effect. Its effects scale with your Magic 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 titan (range 42) teleportation rune of the titan (range 42)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: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 42 with a minimum range of 15. Its effects scale with your Constitution 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. |
This item will automatically be transmogrified when you leave the level. copper amuletcopper amulet 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. iron dagger of dampening (9.5-12.35 power, 5 apr)iron dagger of dampening (9.5-12.35 power, 5 apr) Requires: - Dexterity 11 Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% When wielded/worn: Changes resistances: +6% acid / +7% fire / +6% cold / +6% lightning Spell save: +5 (+2 eff.) Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. Satyrzeal the steel longsword (16.5-23.1 power, 3 apr)Satyrzeal the steel longsword (16.5-23.1 power, 3 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 16.5 - 23.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +11 insidious poison Burst (radius 2) on crit: +4 acid When wielded/worn: Changes resistances: +3% nature / +6% acid Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. steel longsword of massacre (19.5-27.3 power, 3 apr)steel longsword of massacre (19.5-27.3 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 19.5 - 27.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. steel mace of erosion (12-16.8 power, 3 apr)steel mace of erosion (12-16.8 power, 3 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% Damage (Melee): +5 nature / +6 temporal Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. Tarridontir the ash magestaff (15-18 power, 3 apr, arcane element)Tarridontir the ash magestaff (15-18 power, 3 apr, arcane element) Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Damage Shield penetration (this weapon only): +20% When wielded/worn: Defense: +6 (+4 eff.) Effects on melee hit: * 8% chance to blind Changes resistances: +5% arcane Changes damage: +15% arcane Talent granted: +1 Command Staff Spellpower: +6 (+6 eff.) Spell crit. chance: +2% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 51.82 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. elm starstaff (10-12 power, 2 apr, light element)elm starstaff (10-12 power, 2 apr, light element) Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% light Talent granted: +1 Command Staff Spellpower: +3 (+3 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. potent ash magestaff of fate (17-20.4 power, 3 apr, fire element)potent ash magestaff of fate (17-20.4 power, 3 apr, fire element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 17.0 - 20.4 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +17% fire Talent granted: +1 Command Staff Physical save: +5 (+2 eff.) Spell save: +5 (+2 eff.) Mental save: +5 (+2 eff.) Spellpower: +8 (+8 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. balanced steel waraxe of erosion (15-21 power, 3 apr)balanced steel waraxe of erosion (15-21 power, 3 apr) Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 15.0 - 21.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +5 nature / +6 temporal When wielded/worn: Accuracy: +6 (+3 eff.) Defense: +6 (+4 eff.) Disarm immunity: +26% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. mindwoven linen robe (0 def, 0 armour)mindwoven linen robe (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Mental save: +15 (+5 eff.) Mindpower: +3 (+2 eff.) Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. miner&miner& Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +6 Defense: +11 (+6 eff.) Fatigue: +1% Infravision radius: +1 It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 20% chance to completely evade them and granting you 8 defense for 8 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. pair of iron boots (0 def, 3 armour)pair of iron boots (0 def, 3 armour) Requires: - Talent Armour Training 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
This item will automatically be transmogrified when you leave the level. iron gauntlets (0 def, 1 armour)iron gauntlets (0 def, 1 armour) Requires: - Talent Armour Training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. prismatic rough leather cap (0 def, 1 armour)prismatic rough leather cap (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +11% light / +11% darkness A cap made of leather. |
This item will automatically be transmogrified when you leave the level. iron mail armour of clarity (2 def, 4 armour)iron mail armour of clarity (2 def, 4 armour) Requires: - Strength 14 - Talent Armour Training Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +12% Changes resistances: +5% mind Mental save: +11 (+4 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. prismatic steel mail armour (2 def, 6 armour)prismatic steel mail armour (2 def, 6 armour) Requires: - Strength 20 - Talent Armour Training Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+2 eff.) Fatigue: +14% Changes resistances: +12% light / +11% darkness A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. steel mail armour (2 def, 6 armour)steel mail armour (2 def, 6 armour) Requires: - Strength 20 - Talent Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+2 eff.) Fatigue: +14% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. cured leather armour (2 def, 4 armour)cured leather armour (2 def, 4 armour) Requires: - Strength 14 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +7% A suit of armour made of leather. |
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 (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 after 40 turns, 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&YELLOWLASTYELLOWLASTANTIQUE_WHITE039;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. |
This item will automatically be transmogrified when you leave the level. barbed pouch of steel shots of erosion (17/17, 18.5-22.2 power, 2 apr)barbed pouch of steel shots of erosion (17/17, 18.5-22.2 power, 2 apr) Requires: - Dexterity 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 18.5 - 22.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 17 On weapon crit: * wounds the target Damage (Ranged): +6 bleed / +7 nature / +6 temporal Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. ash totem of cure ailments [power 2] (10 cooldown)ash totem of cure ailments [power 2] (10 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to remove up to 2 poisons or diseases from a target within range 7 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level. warded ash totem of thorny skin [power 29] (20 cooldown)warded ash totem of thorny skin [power 29] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Maximum wards: +2 acid / +1 nature / +2 light Talent granted: +1 Ward It can be used to harden the skin for 7 turns increasing armour by 29 and armour hardiness by 40%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level. arcane elm wand of clairvoyance [power 9] (6 cooldown)arcane elm wand of clairvoyance [power 9] (6 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to reveal the area around you, dispelling darkness (radius 9, power 32 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 2 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Log
Skeleton warrior misses Wynne.
Wynne hits Degenerated skeleton warrior for 5 light damage.
Degenerated skeleton warrior hits Wynne for 4 physical damage.
Vorith the skeleton magus casts Flame.
Wynne is on fire!
Vorith the skeleton magus&fbd578LASTLIGHT_REDLASTLASTLAST039;s Shoot hits Wynne for 8 physical damage.
Burning from Vorith the skeleton magus hits Wynne for 16 fire damage.
Wynne hits Vorith the skeleton magus for 21 physical, 4 mind, , 2 mind, 3 cold (30 total damage).
Ghoul misses Wynne.
Degenerated skeleton warrior misses Wynne.
Wynne hits Skeleton warrior for 4 light damage.
Skeleton warrior hits Wynne for 6 physical, 5 light (11 total damage).
Vorith the skeleton magus casts Manathrust.
Vorith the skeleton magus hits Wynne for 73 arcane damage.
Wynne hits Skeleton archer for 4 light damage.
Skeleton archer hits Wynne for 1 physical damage.
Burning from Vorith the skeleton magus hits Wynne for 16 fire damage.
Wynne uses Infusion: Regeneration.
Wynne starts regenerating health quickly.
Degenerated skeleton warrior misses Wynne.
Skeleton warrior uses Stunning Blow.
Skeleton warrior misses Wynne.
Wynne hits Ghoul for 5 light damage.
Ghoul hits Wynne for 2 physical damage.
Vorith the skeleton magus casts Invoke Darkness.
Saving game...
