Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.6 |
| Addons | Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.3.0Donators/Buyers bonus! Merchant Rerolls 1.3.1This addon adds the ability to 'reroll' a merchant item. More specifically, this allows you to spend 400 gold if you get an item that you don't like, to gain a brand new one. Be warned that once an item is gone, it will forever be gone, and you will never get it back. Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando Bastion 1.4.6A complete rework for Bulwark. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Ogre |
| Class | Reaver |
| Level / Exp | 20 / 45% |
| Size | big |
| Lifes / Deaths | Killed by Glarira the giant red ant at level 10 on the 2nd Mirth 122nd year of Ascendancy at 16:43 0 / 6Killed by Than the Invoker at level 17 on the 9th Flare 122nd year of Ascendancy at 21:56 Killed by Orkeran the Invoker at level 18 on the 10th Flare 122nd year of Ascendancy at 09:14 Killed by Orkeran the Invoker at level 18 on the 10th Flare 122nd year of Ascendancy at 10:13 Killed by Urkis, the High Tempest at level 18 on the 10th Flare 122nd year of Ascendancy at 17:15 Killed by Mayinn the midge swarm at level 20 on the 2nd Dusk 122nd year of Ascendancy at 18:20 |
Primary Stats
| Strength | 44 (base 32) |
| Dexterity | 22 (base 11) |
| Constitution | 26 (base 18) |
| Magic | 42 (base 38) |
| Willpower | 26 (base 13) |
| Cunning | 19 (base 11) |
Resources
| Life | 0/586 |
| Vim | 179/203 |
| Healing Factor | 1.24 |
| Regeneration | 0.31 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 4 |
Offense: Mainhand
| Damage | 71 |
| Accuracy | 33 |
| Crit Chance | 33% |
| APR | 11 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 16 |
| Accuracy | 33 |
| Crit Chance | 33% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 42 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 12% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 33.19 (73.452380952381%) |
| Defense | 30 |
| Ranged Defense | 31 |
| Fatigue | 10 |
| Physical Save | 30 |
| Spell Save | 40 |
| Mental Save | 24 |
Defense: Resistances
| All | + 19%( 70%) |
Defense: Immunities
| Silence Resistance | 21% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 44% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 269 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Corruption / Scourge | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Reaving combat | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Corruption / Vim | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Sanguisuge | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Bone | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| Corruption / Plague | 1.30 |
| 2/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Corruption / Torment | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Effects
| talent | Bone Shield |
| talent | Willful Tormenter |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The target is poisoned, taking 2.29 nature damage per turn and decreasing all heals received by 16%. Insidious Poison |
| beneficial effect | The target's spellpower has been increased by 4. Spellsurge |
| beneficial effect | The target is out of phase with reality, increasing defense by 15, resist all by 15%, and reducing the duration of detrimental timed effects by 15%. Out of Phase |
| beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+11). Continuum Destabilization |
| detrimental effect | The target is poisoned, taking 3.82 nature damage per turn. Poison |
| beneficial effect | The target is in a magical frenzy, improving spellpower by 17. Bloodlust |
| detrimental effect | The target has been tethered to the location and has a 0% chance of being teleported back, creating an explosion for 51.43 physical and 51.43 temporal warp damage at both ends of the teleport. Spatial Tether |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic 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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you gained talent category Spell / Divination (at mastery 0.80). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You 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 |
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. | 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 | pair of rough leather boots 'Salilekira' (3 def, 6 armour) pair of rough leather boots 'Salilekira' (3 def, 6 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +2 (+0 eff.) Armour: +6 Defense: +3 (+1 eff.) Ranged Defense: +3 (+2 eff.) Fatigue: +1% Changes stats: +6 Dex / +6 Lck / +2 Con Changes resistances penetration: +5% physical Changes damage: +3% arcane Stealth bonus: +6 Spell save: +6 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +2 Maximum stamina: +5.00 Infravision radius: +2 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 (78 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Byrath the rough leather cap (0 def, 1 armour) Byrath the rough leather cap (0 def, 1 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +6 Str / +6 Dex / +4 Wil Changes resistances: +6% fire / +10% mind / +7% cold Changes resistances penetration: +15% blight Changes damage: +3% arcane Critical mult.: +5.00% Spell save: +10 (+3 eff.) Mental save: +12 (+6 eff.) Confusion immunity: +24% Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +20.00 A cap made of leather. |
| On hands | sand iron gauntlets of strength (+3) (0 def, 6 armour) sand iron gauntlets of strength (+3) (0 def, 6 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +6 Damage (Melee): 5 physical Changes stats: +3 Str Changes damage: +3% physical Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn (cooling down: 4 turns) A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | copper ring of arcana(+0.10/turn) copper ring of arcana(+0.10/turn)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Silence immunity: +21% Mana each turn: +0.10 Rings can have magical properties. |
| On fingers | mule's copper ring mule's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Maximum encumbrance: +22 Rings can have magical properties. |
| Around neck | clarifying copper amulet of constitution (+3) clarifying copper amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +10% mind Confusion immunity: +20% Amulets can have magical properties. |
| In main hand | Isimina the steel greatsword (40-64 power, 2 apr) Isimina the steel greatsword (40-64 power, 2 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 40.0 - 64.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Armour penetration: +9 Physical crit. chance: +23.0% Changes stats: +2 Mag / +2 Cun / +3 Con Changes resistances: +6% blight Critical mult.: +17.00% Infravision radius: +2 Massive two-handed swords. |
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | short ash vilestaff of illumination (15-18 power, 3 apr, blight element) short ash vilestaff of illumination (15-18 power, 3 apr, blight element)Requires: - Magic 16 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 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% When wielded/worn: Defense: +6 (+3 eff.) Effects on melee hit: * 6% chance to blind Changes damage: +15% blight Talent granted: +1 Command Staff Spellpower: +6 (+2 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 85.70 light damage. Staves designed for wielders of magic, by the greats of the art. |
| Cloak | linen cloak 'Brenudrachak' (1 def, 6 armour) linen cloak 'Brenudrachak' (1 def, 6 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Changes stats: +4 Cun / +8 Wil Changes resistances: +6% acid / +6% fire / +19% cold / +6% lightning Changes damage: +3% mind Psi when hit: +0.04 Mindpower: +6 (+3 eff.) Mental crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | steel mail armour 'Eilinolaith' (2 def, 6 armour) steel mail armour 'Eilinolaith' (2 def, 6 armour)Requires: - Strength 20 - Talent Armour Training Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Damage when hit (Melee): 4 temporal / 11 physical Changes resistances: +18% lightning / +9% physical Physical save: +14 (+7 eff.) Maximum life: +10.00 A suit of armour made of mail. |
Inventory
healing infusion of the titan (heal 121) healing infusion of the titan (heal 121)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: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 121 and cleanse 1 wound and poison effect. 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. |
regeneration infusion of the titan (heal 285 over 5 turns) regeneration infusion of the titan (heal 285 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 285 life over 5 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. |
stabilizing copper amulet stabilizing copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% temporal Pinning immunity: +21% Knockback immunity: +24% Amulets can have magical properties. |
hateful iron greatmaul of massacre (25-37.5 power, 1 apr) hateful iron greatmaul of massacre (25-37.5 power, 1 apr)Requires: - Strength 11 Crafted by a master Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 25.0 - 37.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% Damage (Melee): +9 darkness Damage against: +7% Living Massive two-handed mauls. |
steel greatsword 'Stokeblood' (25-40 power, 2 apr) steel greatsword 'Stokeblood' (25-40 power, 2 apr)Requires: - Strength 16 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 25.0 - 40.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage (Melee): +20 insidious poison When wielded/worn: Physical crit. chance: +7.0% Damage when hit (Melee): 12 fire Changes resistances penetration: +10% fire Changes damage: +3% nature Massive two-handed swords. |
Arthudunarain the iron longsword (20-28 power, 2 apr) Arthudunarain the iron longsword (20-28 power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 1 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 20% chance to disease Damage (Melee): +4 mind Burst (radius 2) on crit: +8 mind When wielded/worn: Physical power: +7 (+2 eff.) Effects on melee hit: * 10% chance to disease Changes stats: +2 Con Changes resistances penetration: +5% physical Changes damage: +12% blight Disarm immunity: +13% Sharp, long, and deadly. |
arcing dwarven-steel mace of crippling (25.5-35.7 power, 4 apr) arcing dwarven-steel mace of crippling (25.5-35.7 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 25.5 - 35.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target On weapon crit: * cripple the target Damage (Melee): +5 lightning When wielded/worn: Physical crit. chance: +7.0% Blunt and deadly. |
balanced steel mace of massacre (20-28 power, 3 apr) balanced steel mace of massacre (20-28 power, 3 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 20.0 - 28.0 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% When wielded/worn: Accuracy: +6 (+3 eff.) Defense: +6 (+3 eff.) Disarm immunity: +24% Blunt and deadly. |
Aderiamina (13.5-18.9 power, 3 apr) Aderiamina (13.5-18.9 power, 3 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Base power: 13.5 - 18.9 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% On weapon hit: * 20% chance to cause random gloom * Random elemental explosion Damage (Melee): +9 mind When wielded/worn: Accuracy: +7 (+4 eff.) Defense: +8 (+4 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn Changes stats: +1 Mag / +3 Wil / +3 Cun Changes resistances: +6% temporal Changes resistances penetration: +11% acid / +9% fire / +11% cold / +9% lightning Disarm immunity: +26% Mana each turn: +0.12 Maximum vim: +30.00 Spell crit. chance: +2% One-handed war axes. |
Skullcleaver (20-28 power, 4 apr) Skullcleaver (20-28 power, 4 apr)Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +12.0% Attack speed: 100% When this weapon hits: Greater Weapon Focus (10% chance level 2). Lifesteal (this weapon only): +10% Damage conversion: 25% 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. |
rough leather belt of the mystic rough leather belt of the mysticPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Mental save: +6 (+3 eff.) Spellpower: +2 (+1 eff.) A belt that goes around your waist. |
regal linen cloak of Eldoral (1 def, 0 armour) regal linen cloak of Eldoral (1 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Dex / +3 Wil / +1 Cun Mental save: +6 (+3 eff.) 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 Iron Throne (1 def, 6 armour) thick linen cloak of Iron Throne (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Changes stats: +1 Str / +2 Con Changes resistances: +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
miner's pair of iron boots (0 def, 8 armour) miner's pair of iron boots (0 def, 8 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +8 Fatigue: +2% Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots of uncanny dodging (2 def, 1 armour) pair of rough leather boots of uncanny dodging (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +1% A pair of boots made of leather. |
scholar's pair of rough leather boots of uncanny dodging (3 def, 1 armour) scholar's pair of rough leather boots of uncanny dodging (3 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 (+1 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +1% Spellpower: +3 (+1 eff.) A pair of boots made of leather. |
Xanevena the iron gauntlets (0 def, 1 armour) Xanevena the iron gauntlets (0 def, 1 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 nature / 7 fire Changes stats: +2 Con Changes resistances: +6% nature / +6% fire Changes resistances penetration: +15% temporal Changes damage: +4% fire / +4% nature / +3% mind Physical save: +13 (+6 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Disarm immunity: +23% Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Lisudhemina (0 def, 1 armour) Lisudhemina (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 40% chance to corrode armour Changes stats: +4 Dex Changes resistances: +6% fire / +11% darkness / +7% cold Changes resistances penetration: +15% mind Changes damage: +6% acid Infravision radius: +3 A cap made of leather. |
Samikalthorim (0 def, 1 armour) Samikalthorim (0 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +1 Con Changes resistances: +6% acid / +6% temporal / +6% light / +15% fire / +6% lightning / +13% cold Pinning immunity: +15% Light radius: +1 A cap made of leather. |
stabilizing rough leather cap (0 def, 1 armour) stabilizing rough leather cap (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Physical save: +10 (+5 eff.) A cap made of leather. |
Deepsradiance the rough leather armour (1 def, 8 armour) Deepsradiance the rough leather armour (1 def, 8 armour)Requires: - Strength 10 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 1 When wielded/worn: Armour: +8 Defense: +1 (+0 eff.) Fatigue: +6% Effects on melee hit: * 30% chance to inflict damage reduction Damage (Melee): 6 fire Damage (Ranged): 6 fire Damage when hit (Melee): 4 blight / 11 physical Changes resistances: +3% blight / +12% fire / +9% darkness / +13% physical Changes resistances penetration: +5% darkness A suit of armour made of leather. |
Hanalegen the hardened leather armour (24 def, 6 armour) Hanalegen the hardened leather armour (24 def, 6 armour)Requires: - Strength 16 Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +23 Physical crit. chance: +12.0% Armour: +6 Defense: +24 (+11 eff.) Fatigue: +6% Changes stats: +1 Con Changes resistances: +7% mind Critical mult.: +3.00% Mental save: +15 (+8 eff.) Life regen: +0.60 Stamina each turn: +2.10 Only die when reaching: -40.00 life Chance to avoid any damage: +13% Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 35 cooldown : Effective talent level: 5.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 55% of your stamina. A suit of armour made of leather. |
Turalathaldir (7 def, 4 armour) Turalathaldir (7 def, 4 armour)Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +7 (+3 eff.) Fatigue: +7% Damage when hit (Melee): 10 physical Changes stats: +6 Str / +5 Dex / +1 Wil / +2 Cun Changes resistances: +17% cold Changes damage: +6% mind / +9% temporal Physical save: +9 (+4 eff.) Equilibrium when hit: +0.04 Mindpower: +10 (+5 eff.) A suit of armour made of leather. |
5 agate 5 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
49 alchemist agate 49 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. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
survivor's brass lantern of health survivor's brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +5 (+2 eff.) Maximum life: +40.00 Light radius: +2 Healing mod.: +11% 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. |
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'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
5 ametrine 5 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine 2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon 7 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Uniques)
Got a character to level 10.By Sniffles the Ogre Reaver level 10
2nd Mirth 122nd year of Ascendancy at 10:12 see stats
Level 20 (Uniques)
Got a character to level 20.By Sniffles the Ogre Reaver level 20
2nd Dusk 122nd year of Ascendancy at 17:55 see stats
The Arena (Uniques)
Unlocked Arena mode.By Sniffles the Ogre Reaver level 8
1st Mirth 122nd year of Ascendancy at 01:09 see stats
The secret city (Uniques)
Discovered the truth about mages.By Sniffles the Ogre Reaver level 15
8th Mirth 122nd year of Ascendancy at 22:43 see stats
Log
Umber hulk hits Sniffles for 30 physical damage.
Sniffles hits Umber hulk for 9 physical, 4 temporal (13 total damage).
Sniffles casts Drain.
The fabric of time around Mayinn the midge swarm stabilizes to normal.
The powerful time-altering energies generate a restoration field on Mayinn the midge swarm.
Reality smears around Mayinn the midge swarm.
Mayinn the midge swarm converts damage to paradox!
Sniffles hits Mayinn the midge swarm for (19 dissipated), (35 to time), (3 converted), 7 blight, (1 dissipated), (1 converted), 2 physical, , (4 dissipated), (3 converted), 7 blight, (1 dissipated), (1 converted), 2 physical, (18 total damage).
Mayinn the midge swarm casts Spatial Tether.
Sniffles has been tethered!
Sniffles's Drain hits Umber hulk for 132 blight damage.
Talent Rend is ready to use.
Poison from Hummerhorn hits Sniffles for 3 nature damage.
Insidious Poison from Mayinn the midge swarm hits Sniffles for 2 nature damage.
Mayinn the midge swarm uses Disarming Trap.
Mayinn the midge swarm uses Catapult Trap.
Mayinn the midge swarm converts damage to paradox!
Sniffles hits Mayinn the midge swarm for (3 dissipated), (2 converted), 5 physical, (1 dissipated), (1 converted), 2 temporal, (3 dissipated), (2 converted), 5 physical, (1 dissipated), (1 converted), 2 temporal (12 total damage).
Mayinn the midge swarm hits Sniffles for 17 physical, 4 darkness, 9 physical, 2 nature (31 total damage).
Umber hulk misses Sniffles.
Mayinn the midge swarm receives 33 healing from Temporal Restoration Field.
Sniffles casts Rune: Phase Door.
Sniffles is out of phase.
Sniffles looks a little pale around the edges.
Sniffles has been yanked back to the tether!
Mayinn the midge swarm's spatial tether hits Sniffles for 42 temporal, 38 physical, 42 temporal, 38 physical (159 total damage).
Mayinn the midge swarm uses Catapult Trap.
Saving game...
