
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.4 |
| Addons | Items Vault 1.0.3 Stone Wardens DLC Class 1.0.3 |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Halfling |
| Class | Rogue |
| Level / Exp | 23 / 15% |
| Size | small |
| Lifes / Deaths | Killed by slimy ooze at level 23 on the 5th Pyre 123rd year of Ascendancy at 08:20 / 1 |
Primary Stats
| Strength | 23 (base 13) |
| Dexterity | 54 (base 42) |
| Constitution | 33 (base 27) |
| Magic | 10 (base 10) |
| Willpower | 13 (base 10) |
| Cunning | 56 (base 43) |
Resources
| Life | -68/565 |
| Positive | 0/96 |
| Stamina | 184/198 |
| Healing Factor | 1.4 |
| Regeneration | 1.05 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | +15% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 6 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 75 |
| Accuracy | 66 |
| Crit Chance | 49% |
| APR | 46 |
| Speed | 0.91 |
Offense: Offhand
| Damage | 74 |
| Accuracy | 66 |
| Crit Chance | 35% |
| APR | 33 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 17 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27.25 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +20% |
| Mind | +6% |
| Blight | +4% |
| Physical | +16% |
| Cold | +25% |
| All | +0% |
Offense: Damage Penetration
| Cold | +8% |
| Blight | +15% |
Defense: Base
| Armour (hardiness) | 13 (30%) |
| Defense | 0 |
| Ranged Defense | 0 |
| Fatigue | 0 |
| Physical Save | 27.866006163801 |
| Spell Save | 18.182012327603 |
| Mental Save | 33.5125 |
Defense: Resistances
| Light | 30%( 70%) |
| Blight | 20%( 70%) |
| All | 0%( 70%) |
| Cold | 65%( 70%) |
| Nature | 30%( 70%) |
Defense: Immunities
| 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 mental, physical effects and reduce all damage taken by 17% for 5 turns. Its effects scale with your Magic stat. |
| 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 329 life over 5 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 107 with a minimum range of 15. Its effects scale with your Cunning stat. |
Class Talents
| Cunning / Poisons | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual weapons | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Scoundrel | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 5/5 |
Effects
| talent | Lacerating Strikes |
| talent | Chant of Fortitude |
| beneficial effect | Increases physical power, physical save, spellpower, spell save, mindpower, and mental save by 3. Militant Mind |
| beneficial effect | The target has 55% chance to evade melee attacks. Evasion |
| detrimental effect | Vulnerable to deadly counterstrikes. Next melee attack will inflict double damage. Counterstrike |
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&039;s mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | 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 lost anorithil to the recall portal on level 1 of Daikara. Escort: lost anorithil (level 1 of Daikara)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you improved talent Healing Light (+1 level(s)). | 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 talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the temporal explorer from death by cave bear. Escort: temporal explorer (level 3 of Norgos Lair) | failed |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved Dexterity by +2. | 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 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&LIGHT_GREENWHITELIGHT_GREEN039;Pul and vanquished the Shade. Of trolls and damp caves | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher&039;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. * You have upgraded your rod of recall to transport you to the fortress. The fortress&LIGHT_GREEN | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Various alchemists around Maj&WHITEREDWHITELIGHT_GREEN039;ve found the needed bear paw. The Brotherhood of Alchemists* You&WHITESLATE039;Needed: one vial of greater demon bile. Don&039; You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * &039; * You&WHITESLATE039;Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.&WHITELIGHT_GREEN039;ve found the needed vial of wight ectoplasm. * You&WHITESLATE039;Needed: one ice ant stinger. If you&039; | 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 within3 lumberjacks have died. | done |
Till the Blood Runs Clear | 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 | Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. 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. |
| Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. 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, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | rough leather cap of strength (+3) (0 def, 1 armour) rough leather cap of strength (+3) (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 Str A cap made of leather. |
| On hands | steady rough leather gloves of dexterity (+3) (0 def, 1 armour) steady rough leather gloves of dexterity (+3) (0 def, 1 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +18 Armour: +1 Changes stats: +3 Dex Physical save: +6 Mental save: +6 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6.00 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 16 damage per turn. The damage will increase with your Mindpower. You do +4% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
| On fingers | gladiator& gladiator&Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +3 Physical power: +7 Defense: +4 Changes stats: +6 Str / +5 Con It can be used to activate talent Disengage, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: 7.00 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
| Around neck | steel amulet &039; steel amulet &039;Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +6 Armour penetration: +5 Physical crit. chance: +4.0% Physical power: +6 Fatigue: -5% Damage when the wearer is hit: 4 mind Changes resistances penetration: +15% blight Changes damage: +5% physical / +6% mind Critical mult.: +11.00% Life regen: +0.50 Combat speed: +10% Amulets can have magical properties. |
| In main hand | Star (25-32.5 power, 20 apr) Star (25-32.5 power, 20 apr)Requires: - Dexterity 24 - Cunning 24 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 It is part of a set of items. Base power: 25.0 - 32.5 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +20 Physical crit. chance: +20.0% Attack speed: 100% Damage when this weapon hits: +20 light When wielded/worn: Changes damage: +10% light Light radius: +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% cold / +20% nature / +20% blight Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | dwarven-steel dagger of gravity (18.5-24.05 power, 7 apr) dwarven-steel dagger of gravity (18.5-24.05 power, 7 apr)Requires: - Dexterity 24 Infused by nature 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 Base power: 18.5 - 24.1 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Special effect when this weapon hits: 25% chance to crush the target Damage when this weapon hits: +8 gravity When wielded/worn: Changes damage: +6% physical Sharp, short and deadly. |
| Cloak | thick cashmere cloak of backstabbing (2 def, 7 armour) thick cashmere cloak of backstabbing (2 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +6 Armour penetration: +6 Armour: +7 Defense: +2 Changes resistances: +10% cold Critical mult.: +19.00% Stealth bonus: +8 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. 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. |
Inventory
Rune of the Rift (202.00 temporal damage, removed from time 4 turns) Rune of the Rift (202.00 temporal damage, removed from time 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: 4.00 Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Inflicts 202.00 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. |
shielding rune of the psychic (absorb 223 for 4 turns) shielding rune of the psychic (absorb 223 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: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 223 damage for 4 turns. 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. |
copper amulet of mastery (0.11 Cunning / Stealth) copper amulet of mastery (0.11 Cunning / Stealth)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Talent mastery: +0.11 Cunning / Stealth Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. mindweaver&mindweaver& Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Cun Mental save: +7 Confusion immunity: +15% Mindpower: +8 Amulets can have magical properties. |
steel amulet of constitution (+2) steel amulet of constitution (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Con Amulets can have magical properties. |
steel amulet of strength (+3) steel amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str Amulets can have magical properties. |
Inertial Twine Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 Knockback immunity: +100% It can be used to activate talent Bind (costing 30 power out of 30/30) : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: 5.00 Travel Speed: instantaneous Is: a mind power Description: Bind the target in crushing bands of telekinetic force, immobilizing it for 5 turns. The duration will improve with your Mindpower. The use of a telekinetically-wielded gem or mindstar as a focus will improve the effects of this talent considerably. This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. 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 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
marksman& marksman&Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 Changes stats: +4 Dex Disarm immunity: +20% Pinning immunity: +26% Knockback immunity: +23% Rings can have magical properties. |
marksman& marksman&Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 Changes stats: +3 Dex Rings can have magical properties. |
acidic dwarven-steel dagger of erosion (18-23.4 power, 7 apr) acidic dwarven-steel dagger of erosion (18-23.4 power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces Infused by nature 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 Base power: 18.0 - 23.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Special effect when this weapon crits: splashes the target with acid Damage when this weapon hits: +4 nature / +5 acid / +9 temporal Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. mighty hardened leather sling of true flightmighty hardened leather sling of true flight Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Attack speed: 80% Firing range: +9 When wielded/worn: Accuracy: +8 Physical crit. chance: +7.0% Physical power: +7 Changes stats: +3 Str Slings are used to hurl stones or metal shots at your foes. |
Dimrock (1 def, 0 armour) Dimrock (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +3 Str Changes resistances: +3% darkness Infravision radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Wrap of Stone (0 def, 10 armour) Wrap of Stone (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. 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: 1.0 Power cost: 50 out of 50/50. Range: 7.00 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 3 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 52.04 physical dmage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
This item will automatically be transmogrified when you leave the level. enveloping cashmere cloak of the guardian (16 def, 4 armour)enveloping cashmere cloak of the guardian (16 def, 4 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +4 Defense: +16 Physical save: +7 Spell save: +9 Mental save: +7 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak of resilience (1 def, 6 armour) thick linen cloak of resilience (1 def, 6 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 Changes resistances: +12% cold Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Spellhunt Remnants (1 def, 2 armour) Spellhunt Remnants (1 def, 2 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Spell save: +4 Mindpower: +4 Mental crit. chance: +1% It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
Aladraldir (0 def, 1 armour) Aladraldir (0 def, 1 armour)Infused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: -1% Changes resistances: +3% cold Changes resistances penetration: +10% physical Stamina each turn: +0.20 Maximum life: +30.00 A cap made of leather. |
Rungof& Rungof&Infused by nature 1.00 Encumbrance. Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (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&YELLOWLASTYELLOWLASTANTIQUE_WHITE |
Achievements
Bringer of Doom
Killed a Bringer of Doom.By Is that my dagger in your the Halfling Rogue level 13
17th Haze 122nd year of Ascendancy at 13:23 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Is that my dagger in your the Halfling Rogue level 10
35th Dusk 122nd year of Ascendancy at 03:18 see stats
Exterminator
Killed 1000 creatures.By Is that my dagger in your the Halfling Rogue level 17
2nd Wintertide 123rd year of Ascendancy at 05:19 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Is that my dagger in your the Halfling Rogue level 22
76th Regrowth 123rd year of Ascendancy at 13:12 see stats
Level 10
Got a character to level 10.By Is that my dagger in your the Halfling Rogue level 10
35th Dusk 122nd year of Ascendancy at 03:16 see stats
Level 20
Got a character to level 20.By Is that my dagger in your the Halfling Rogue level 20
51st Regrowth 123rd year of Ascendancy at 14:12 see stats
Poisonous
Sided with the assassin lord.By Is that my dagger in your the Halfling Rogue level 12
6th Haze 122nd year of Ascendancy at 08:19 see stats
The Arena
Unlocked Arena mode.By Is that my dagger in your the Halfling Rogue level 9
25th Dusk 122nd year of Ascendancy at 07:45 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Is that my dagger in your the Halfling Rogue level 15
57th Haze 122nd year of Ascendancy at 22:09 see stats
The secret city
Discovered the truth about mages.By Is that my dagger in your the Halfling Rogue level 10
41st Dusk 122nd year of Ascendancy at 10:43 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers compound.By Is that my dagger in your the Halfling Rogue level 15
56th Haze 122nd year of Ascendancy at 18:42 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Is that my dagger in your the Halfling Rogue level 23
80th Regrowth 123rd year of Ascendancy at 08:50 see stats
Log
Something briefly catches sight of you!
Is that my dagger in your dashes quickly!
Gidhetta the Guardian uses Block.
Is that my dagger in your uses Flurry.
Is that my dagger in your performs a critical strike!
Gidhetta the Guardian leeches life from its victim!
Is that my dagger in your performs a critical strike!
Gidhetta the Guardian starts to bleed.
Is that my dagger in your performs a critical strike!
Gidhetta the Guardian leeches life from its victim!
Is that my dagger in your performs a critical strike!
Gidhetta the Guardian leeches life from its victim!
Gidhetta the Guardian is pinned to the ground.
Is that my dagger in your deactivates Stealth.
Is that my dagger in your performs a critical strike!
Gidhetta the Guardian leeches life from its victim!
Gidhetta the Guardian leeches life from its victim!
Is that my dagger in your performs a critical strike!
Gidhetta the Guardian leeches life from its victim!
Slimy ooze uses Slime Spit.
Is that my dagger in your hits Gidhetta the Guardian for 277 physical, 36 light, 216 physical, 0 physical, 218 physical, 36 light, 199 physical, 0 physical, 139 physical, 36 light, 109 physical, 0 physical damage (total 1261.48).
Gidhetta the Guardian hits Is that my dagger in your for 12 physical, 51 light, 12 physical, 51 light, 12 physical, 51 light, 12 physical, 51 light, 11 physical, 43 light, 11 physical, 43 light damage (total 354.00).
Gidhetta the Guardian casts Rune: Frozen Spear.
Gidhetta the Guardian performs a critical strike!
Is that my dagger in your tries to evade attacks.
Saving done.
Saving done.
Saving game...
