Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Ashes of Urh'Rok 1.7.4Official 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:
Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Shalore |
Class | Adventurer |
Level / Exp | 18 / 65% |
Size | big |
Lifes / Deaths | Killed by Salann the bandit lord at level 18 on the 44th Dusk 122nd year of Ascendancy at 04:14 2 / 4Killed by Salann the bandit lord at level 18 on the 44th Dusk 122nd year of Ascendancy at 04:35 Killed by Salann the bandit lord at level 18 on the 44th Dusk 122nd year of Ascendancy at 04:44 Killed by Psi Archer at level 18 on the 44th Dusk 122nd year of Ascendancy at 04:49 |
Primary Stats
Strength | 14 (base 12) |
Dexterity | 24 (base 12) |
Constitution | 12 (base 12) |
Magic | 14 (base 12) |
Willpower | 38 (base 32) |
Cunning | 60 (base 46) |
Resources
Life | 433/433 |
Hate | 100/100 |
Stamina | 251/251 |
Psi | 128/128 |
Healing Factor | 1.4391526171258 |
Regeneration | 38.497332508115 |
Speed
Mental | -2.2204460492503E-14% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Offense: Mainhand
Damage | 46 |
Accuracy | 38 |
Crit Chance | 31% |
APR | 7 |
Speed | 0.95 |
Offense: Spell
Spellpower | 19 |
Crit Chance | 28% |
Speed | 1 |
Offense: Mind
Mindpower | 37 |
Crit Chance | 32% |
Speed | 1 |
Offense: Damage Bonus
Physical | +8% |
Acid | +20% |
Light | +10% |
All | 0% |
Offense: Damage Penetration
Physical | +5% |
Lightning | +5% |
Defense: Base
Armour (hardiness) | 17 (30%) |
Defense | 20 |
Ranged Defense | 20 |
Fatigue | 13 |
Physical Save | 20 |
Spell Save | 25 |
Mental Save | 36 |
Defense: Resistances
Physical | + 1%( 70%) |
Lightning | + 21%( 70%) |
Light | + 36%( 70%) |
Temporal | + 6%( 70%) |
Cold | + 3%( 70%) |
Arcane | + 5%( 70%) |
Mind | + 26%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 22% |
Confusion Resistance | 20% |
Teleport Resistance | 10% |
Instadeath Resistance | 100% |
Poison Resistance | 0% |
Inscriptions (3/3)
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 193 damage for 3 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 75 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 163 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
Cursed / Force of will | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Archery training | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Technique / Marksmanship | 1.00 |
| 5/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Generic Talents
Psionic / Augmented mobility | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
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 lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: temporal explorer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Foresight (+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 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. | 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 within8 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | active |
Equipment
Psionic focus | mighty elm longbow of acid mighty elm longbow of acidRequires: - Dexterity 11 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +6 Damage (Ranged): +8 acid When wielded/worn: Physical power: +9 (+3 eff.) Changes stats: +2 Str Changes damage: +14% acid Longbows are used to shoot arrows at your foes. |
Quiver | Unryregolach the Kilnserpent (20/20, 14-19 power, 5 apr) Unryregolach the Kilnserpent (20/20, 14-19 power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 13.5 - 18.9 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +1.0% Capacity: 20 On weapon hit: * 9% chance to gain 10% of a turn (3/turn limit) Damage (Ranged): +8 temporal / +8 fire Damage (radius 1) on hit: +4 fire Damage (radius 2) on crit: +16 fire Arrows are used with bows to pierce your foes to death. |
Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(94 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | Beleroneg the iron helm (0 def, 3 armour) Beleroneg the iron helm (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +6% lightning / +6% temporal / +1% physical Teleport immunity: +10% Life regen: +4.00 Only die when reaching: -40.00 life Mental crit. chance: +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On feet | pair of iron boots 'Byfast' (0 def, 3 armour) pair of iron boots 'Byfast' (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Life regen: +2.00 Maximum life: +40.00 Spellpower: +5 (+3 eff.) Spell crit. chance: +2% Healing mod.: +11% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | iron torque of mindblast 'Shockseam' [power 105] (15 cooldown) iron torque of mindblast 'Shockseam' [power 105] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes resistances: +6% light Changes resistances penetration: +5% lightning Life regen: +4.00 Only die when reaching: -20.00 life It can be used to blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | copper ring 'Halodunatir' copper ring 'Halodunatir'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour penetration: +1 Physical power: +10 (+3 eff.) Armour: +2 Changes stats: +1 Wil Changes resistances penetration: +5% physical Stun/Freeze immunity: +22% Life regen: +2.00 Maximum stamina: +30.00 Rings make your fingers look great! |
On fingers | sneakthief's copper ring of life sneakthief's copper ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Changes stats: +5 Cun / +5 Dex Life regen: +5.00 Maximum life: +40.00 Healing mod.: +11% Rings make your fingers look great! |
Around neck | clarifying steel amulet of willpower (+2) clarifying steel amulet of willpower (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Wil Changes resistances: +14% mind Confusion immunity: +20% Amulets make your neck look great! |
In main hand | Surefire SurefireRequires: - Dexterity 18 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 105% Firing range: +9 When wielded/worn: Accuracy: +12 (+5 eff.) Physical crit. chance: +5.0% Changes stats: +3 Dex Changes damage: +5% physical This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
On hands | Xereldamina the Frostvalor (0 def, 1 armour) Xereldamina the Frostvalor (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +1 Changes stats: +2 Str Changes resistances: +6% mind / +3% cold Changes damage: +6% acid Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Around waist | rough leather belt 'Betuselaith' rough leather belt 'Betuselaith'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 24 Changes stats: +3 Cun Critical mult.: +15.00% Spell save: +6 (+3 eff.) Mental save: +3 (+2 eff.) Mindpower: +5 (+3 eff.) Mental crit. chance: +2% Size category: +1 A belt that goes around your waist. |
Cloak | Hathirovor the linen cloak (1 def, 0 armour) Hathirovor the linen cloak (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +15 (+6 eff.) Armour penetration: +1 Defense: +1 (+1 eff.) Effects on melee hit: * 10% chance to reduce armor by 21% Changes resistances: +5% arcane Physical save: +6 (+3 eff.) Spell save: +7 (+4 eff.) Mental save: +5 (+3 eff.) Life regen: +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Hathyrebers (6 def, 4 armour) Hathyrebers (6 def, 4 armour)Requires: - Strength 14 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +7% Changes stats: +3 Dex Changes resistances: +6% mind / +15% lightning Changes damage: +3% physical Physical save: +6 (+3 eff.) Mental save: +11 (+5 eff.) Life regen: +5.50 Maximum life: +38.00 Healing mod.: +10% A suit of armour made of leather. |
Inventory
Blood of Life Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; acid, physical, darkness, blight, cold, arcane) Prismatic Rune (6 turns; acid, physical, darkness, blight, cold, arcane)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 acid, 3 physical, 4 darkness, 3 blight, 3 cold, 4 arcane It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper amulet 'Obsidianvenom' =3 dex= copper amulet 'Obsidianvenom' =3 dex=Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +1 Str / +3 Dex Changes resistances: +11% blight / +10% nature / +3% darkness Poison immunity: +20% Disease immunity: +23% Mindpower: +5 (+3 eff.) Infravision radius: +3 Amulets make your neck look great! |
Zubathra =3 dex= Zubathra =3 dex=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Physical power: +5 (+1 eff.) Changes stats: +2 Dex Changes resistances: +2% physical Physical save: +6 (+3 eff.) Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. dwarven-steel battleaxe 'Korablek' (38-56 power, 2 apr)dwarven-steel battleaxe 'Korablek' (38-56 power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 37.5 - 56.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% When wielded/worn: Accuracy: +12 (+5 eff.) Physical crit. chance: +6.0% Defense: +14 (+7 eff.) Changes resistances: +6% blight Changes damage: +9% physical Disease immunity: +20% Disarm immunity: +39% Only die when reaching: -20.00 life Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. Zubyvea the dwarven-steel waraxe (19-27 power, 4 apr)Zubyvea the dwarven-steel waraxe (19-27 power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 19.0 - 26.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 44 damage over 5 turns and reducing armor and accuracy by 6 When wielded/worn: Changes stats: +3 Cun / +3 Wil Maximum hate: +4.00 Maximum psi: +20.00 Mindpower: +20 (+8 eff.) One-handed war axes. |
Veluseth =dex3 dex= Veluseth =dex3 dex=Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Dex / +1 Mag / +1 Wil Reduces incoming crit damage: 15.00% Maximum life: +32.00 See invisible: +6 A belt that goes around your waist. |
Duvoblek (1 def, 0 armour) =5 dex= Duvoblek (1 def, 0 armour) =5 dex=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+0 eff.) Defense: +1 (+1 eff.) Fatigue: -3% Changes stats: +5 Dex / +2 Wil / +1 Con Light radius: +1 See invisible: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots 'Flamekarma' (10 def, 1 armour) =4 dex= pair of rough leather boots 'Flamekarma' (10 def, 1 armour) =4 dex=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +1 Defense: +10 (+5 eff.) Changes stats: +4 Dex / +6 Lck / +1 Con Changes damage: +12% physical / +6% fire Stealth bonus: +6 Physical save: +3 (+2 eff.) Only die when reaching: -20.00 life A pair of boots made of leather. |
Halomathel the rough leather cap (0 def, 1 armour) =water= Halomathel the rough leather cap (0 def, 1 armour) =water=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +2 Physical crit. chance: +3.0% Physical power: +15 (+5 eff.) Armour: +1 Fatigue: +1% Changes resistances: +3% acid / +6% cold Changes damage: +6% acid / +3% physical Allows you to breathe in: water Physical save: +3 (+2 eff.) A cap made of leather. |
This item will automatically be transmogrified when you leave the level. Rainmark the dwarven-steel helm (7 def, 4 armour)Rainmark the dwarven-steel helm (7 def, 4 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +8 (+4 eff.) Armour: +4 Defense: +7 (+4 eff.) Fatigue: +4% Effects when hit in melee: * 14% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 cold Changes stats: +5 Cun Changes resistances: +6% acid / +5% arcane Changes resistances penetration: +25% arcane / +10% acid Changes damage: +9% acid A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Heattide' (0 def, 1 armour) =3 dex= rough leather cap 'Heattide' (0 def, 1 armour) =3 dex=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Dex Changes resistances: +9% temporal Changes damage: +6% temporal / +3% fire Critical mult.: +5.00% Mental crit. chance: +1% A cap made of leather. |
hardened leather armour 'Brightkill' (9 def, 11 armour) hardened leather armour 'Brightkill' (9 def, 11 armour)Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +11 Defense: +9 (+5 eff.) Fatigue: +8% Effects on melee hit: * 10% chance to reduce armor by 21% Damage (Melee): 6 fire Damage (Ranged): 6 fire Changes resistances: +17% lightning / +13% physical / +6% acid / +21% fire Changes damage: +9% acid Life regen: +4.80 Maximum life: +30.00 Healing mod.: +12% A suit of armour made of leather. |
8 agate 8 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. |
171 alchemist agate 171 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. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning 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: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
5 spinel 5 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. |
brass lantern 'Duskoozer' =3 dex= brass lantern 'Duskoozer' =3 dex=Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +1 Defense: +10 (+5 eff.) Damage when hit (Melee): 6 darkness Changes stats: +3 Dex Physical save: +6 (+3 eff.) Stamina each turn: +1.00 Light radius: +3 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. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+3 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 9 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn 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. |
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 Activation costs 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) Activation costs 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. |
This item will automatically be transmogrified when you leave the level. quick ash totem of healing [power 128] (11 cooldown)quick ash totem of healing [power 128] (11 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to heal yourself and all friendly characters within 10 spaces for 128 Activation puts all charms on cooldown for 11 turns. Natural totems are made by powerful wilders to store nature power. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
9 ametrine 9 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. |
6 citrine 6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon 8 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
By Psi Archer the Shalore Adventurer level 13
5th Dusk 122nd year of Ascendancy at 09:47 see stats
By Psi Archer the Shalore Adventurer level 10
7th Mirth 122nd year of Ascendancy at 14:48 see stats
By Psi Archer the Shalore Adventurer level 9
6th Mirth 122nd year of Ascendancy at 11:19 see stats
By Psi Archer the Shalore Adventurer level 13
13rd Dusk 122nd year of Ascendancy at 00:09 see stats
By Psi Archer the Shalore Adventurer level 14
19th Dusk 122nd year of Ascendancy at 10:47 see stats
By Psi Archer the Shalore Adventurer level 18
44th Dusk 122nd year of Ascendancy at 04:49 see stats
Log
Psi Archer uses Pin Down.
Psi Archer's Pin Down misses Salann the bandit lord.
Salann the bandit lord uses Summon.
Salann the bandit lord summons Something!
Something performs a melee critical strike against Psi Archer!
Psi Archer is poisoned!
Something performs a melee critical strike against Psi Archer!
Something hits Psi Archer for 54 physical, 27 physical (81 total damage).
Burning from Salann the bandit lord hits Psi Archer for 4 fire damage.
Deadly Poison from Thief hits Psi Archer for 18 nature damage.
Psi Archer shoots!
Psi Archer's Shoot performs a ranged critical strike against Salann the bandit lord!
Salann the bandit lord starts to bleed.
Psi Archer's Shoot hits Salann the bandit lord for 62 physical, 4 temporal, 5 fire, 2 fire, 10 fire (84 total damage).
Psi Archer's Shoot hits Bandit for 11 fire damage.
Psi Archer's Shoot hits Thief for 3 fire, 11 fire (14 total damage).
Psi Archer's Shoot hits Thief for 3 fire, 11 fire (14 total damage).
Salann the bandit lord performs a melee critical strike against Psi Archer!
Salann the bandit lord hits Psi Archer for 241 physical damage.
Psi Archer the level 18 shalore adventurer was battered to death by Salann the bandit lord on level 1 of Unknown tunnels.
You have 2 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Salann the bandit lord killed Psi Archer!
Saving game...
Talent Steady Shot is ready to use.
Saving done.
Personal New Achievement: Utterly Destroyed (Insane (Adventure) difficulty)!