Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.3 |
| Addons | 'Purists' Breeding Pits Restoration Project 1.2.3Restores the orc breeding pits cut content to the game. This is the original completely unaltered orc breeding pits, just as objectionable as it was in version 1.1.3, before any changes were made. You have been WARNED. Do not complain about the potentially objectionable content. Conveyance Reward 1.2.3This adds the Spell/Conveyance tree as a reward for completing the Tempest Peak questline for Angolwen. All the code is borrowed from DG's own, and thus everything works the same as antimagic characters getting Fungus. Steamtech UI 1.1.4 Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Items Vault 1.2.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Thalore |
| Class | Wyrmic |
| Level / Exp | 16 / 27% |
| Size | big |
| Lifes / Deaths | Killed by Horned Horror at level 16 on the 61st Dusk 122nd year of Ascendancy at 02:31 / 1 |
Primary Stats
| Strength | 41 (base 33) |
| Dexterity | 21 (base 10) |
| Constitution | 22 (base 11) |
| Magic | 10 (base 10) |
| Willpower | 54 (base 43) |
| Cunning | 23 (base 10) |
Resources
| Life | -18/512 |
| Psi | 130/144 |
| Equilibrium | 76 |
| Healing Factor | 1.13 |
| Regeneration | 1.2995 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| See Stealth | 8 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 20 |
| Accuracy | 36 |
| Crit Chance | 7% |
| APR | 29 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 17 |
| Accuracy | 36 |
| Crit Chance | 7% |
| APR | 23 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 3.3333333333333 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37.5 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 16 (30%) |
| Defense | 15.85 |
| Ranged Defense | 18.85 |
| Fatigue | 2 |
| Physical Save | 38.025 |
| Spell Save | 25.7 |
| Mental Save | 38.475 |
Defense: Resistances
| All | + 2%( 70%) |
Defense: Immunities
| Disarm Resistance | 46% |
| Pinning Resistance | 42% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 43% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 244 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to instantly heal yourself for 45 and cleanse 1 wound and poison effect. Its effects scale with your Magic stat. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Cold drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fungus | 1.10 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Wild Growth |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you improved Cunning by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved talent Mind Sear (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed bear paw. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * You've found the needed honey tree root. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed warg claw. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| On feet | wanderer's pair of iron boots of uncanny dodging (3 def, 3 armour) wanderer's pair of iron boots of uncanny dodging (3 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +3 Ranged Defense: +3 Fatigue: +2% Changes stats: +2 Cun / +2 Con Physical save: +11 Mental save: +12 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | bright brass lantern of clarity bright brass lantern of clarityCrafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +6 Light radius: +5 See stealth: +8 See invisible: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | cleansing iron helm of dexterity (+3) (0 def, 3 armour) cleansing iron helm of dexterity (+3) (0 def, 3 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Dex Changes resistances: +6% nature / +6% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | heroic rough leather gloves of butchering (0 def, 5 armour) heroic rough leather gloves of butchering (0 def, 5 armour)Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 Armour penetration: +5 Physical power: +4 Armour: +5 Changes resistances: +5% blight Spell save: +9 Mental save: +6 Maximum life: +40.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 Mindpower: +3 It can be used to activate talent Psionic Pull (costing 18 power out of 23/35) : Effective talent level: 3.0 Power cost: 18 out of 23/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 57 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
| On fingers | steel ring 'Aryyon' steel ring 'Aryyon'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +1 Cun / +1 Wil Changes resistances penetration: +5% blight Disarm immunity: +25% Pinning immunity: +22% Knockback immunity: +20% Psi when hit: +0.04 Maximum life: +21.00 Rings can have magical properties. |
| On fingers | rogue's copper ring of tenacity rogue's copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 Changes stats: +3 Cun Disarm immunity: +21% Pinning immunity: +20% Knockback immunity: +23% Maximum life: +24.00 Rings can have magical properties. |
| Around neck | wanderer's steel amulet of willpower (+3) wanderer's steel amulet of willpower (+3)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +3 Dex / +2 Wil / +3 Cun / +4 Con Life regen: +0.40 Stamina each turn: +0.40 Movement speed: +10% Amulets can have magical properties. |
| In main hand | nature's thorny mindstar of storms (8.5-9.35 power, 24 apr, nature damage) nature's thorny mindstar of storms (8.5-9.35 power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. Base power: 8.5 - 9.4 Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 9 lightning Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +1 Con Changes resistances: +4% lightning / +4% blight Changes resistances penetration: +8% lightning Changes damage: +6% lightning / +4% nature Disease immunity: +12% Mindpower: +3 Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | monstrous rough leather belt monstrous rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +6 Changes stats: +4 Str / +3 Con Physical save: +5 Size category: +1 A belt that goes around your waist. |
| In off hand | blooming vined mindstar of life (4.5-4.95 power, 18 apr, nature damage) blooming vined mindstar of life (4.5-4.95 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0 Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Life regen: +0.50 Maximum life: +11.00 Mindpower: +2 Mental crit. chance: +2% Healing mod.: +13% Heals friendly targets nearby when you use a nature summon: +10 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | thick linen cloak (1 def, 5 armour) thick linen cloak (1 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 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. |
| Main armor | cashmere robe 'Oaktooth' (2 def, 0 armour) cashmere robe 'Oaktooth' (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 Effects on melee hit: * 15% chance to corrode armor Changes resistances: +18% acid / +3% nature Changes resistances penetration: +20% acid Changes damage: +12% acid A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
cleansing steel amulet of dexterity (+2) cleansing steel amulet of dexterity (+2)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Dex Changes resistances: +12% nature / +11% blight Poison immunity: +20% Disease immunity: +23% Amulets can have magical properties. |
copper amulet copper amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 1 Amulets can have magical properties. |
stabilizing steel amulet of strength (+3) stabilizing steel amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str Changes resistances: +12% temporal Pinning immunity: +21% Knockback immunity: +22% Amulets can have magical properties. |
steel amulet steel amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 2 Amulets can have magical properties. |
Olezilandil the steel ring Olezilandil the steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +3% acid / +6% cold / +20% light / +6% lightning Changes damage: +10% light Silence immunity: +5% Rings can have magical properties. |
copper ring copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings can have magical properties. |
gladiator's steel ring of arcana(+0.13/turn) gladiator's steel ring of arcana(+0.13/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 Changes stats: +5 Str / +5 Con Silence immunity: +24% Mana each turn: +0.13 Rings can have magical properties. |
marksman's copper ring marksman's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 Changes stats: +2 Dex Rings can have magical properties. |
marksman's copper ring of the mind (+10%) marksman's copper ring of the mind (+10%)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 Changes stats: +2 Dex Changes resistances: +10% mind Changes damage: +10% mind Rings can have magical properties. |
rogue's steel ring of frost (+20%) rogue's steel ring of frost (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 Changes stats: +3 Cun Changes resistances: +20% cold Changes damage: +10% cold Rings can have magical properties. |
steel ring steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. |
wizard's steel ring wizard's steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Mag Spell save: +8 Rings can have magical properties. |
Spellcrusher (32-48 power, 4 apr) Spellcrusher (32-48 power, 4 apr)Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 5.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 32.0 - 48.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 50% chance to shatter magical shields Damage (Melee): +20 nature When wielded/worn: Changes stats: +6 Con Changes damage: +25% nature Spell save: +15 This large steel greatmaul has thick vines wrapped around the handle. |
Crooked Club (25-35 power, 4 apr) Crooked Club (25-35 power, 4 apr)Requires: - Strength 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Base power: 25.0 - 35.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +10.0% Attack speed: 100% When this weapon hits: Battle Call (10% chance level 1). Damage (Melee): +14 % chance of confusion Burst (radius 2) on crit: +20 physical repulsion When wielded/worn: Accuracy: +12 An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
horrifying vined mindstar of life (5.5-6.05 power, 18 apr, nature damage) horrifying vined mindstar of life (5.5-6.05 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 3 mind / 2 darkness Changes damage: +3% mind / +2% darkness Life regen: +0.50 Maximum life: +14.00 Mindpower: +2 Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Crystal Shard (16-19.2 power, 4 apr, physical element) Crystal Shard (16-19.2 power, 4 apr, physical element)Requires: - Magic 20 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 16.0 - 19.2 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% Damage conversion: 50% blight When wielded/worn: Changes resistances: +10% arcane / +10% blight Changes damage: +18% arcane / +18% blight Damage affinity(heal): +20% arcane Spellpower: +14 Spell crit. chance: +4% It can be used to create living shards of crystal, costing 45 power out of 45/45. This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
Eclipse (18-21.6 power, 4 apr, physical element) Eclipse (18-21.6 power, 4 apr, physical element)Requires: - Magic 32 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 18.0 - 21.6 Uses stat: 110% Mag Damage type: Darkness Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +15% temporal / +15% physical / +15% light / +15% darkness Talents cooldown: Twilight (-1 turn) Moonlight Ray (-1 turn) Searing Light (-1 turn) Talent granted: +1 Command Staff P.Energy each turn: +0.10 N.Energy each turn: +0.10 Spellpower: +12 Spell crit. chance: +8% This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
Kor's Fall (10-12 power, 0 apr, physical element) Kor's Fall (10-12 power, 0 apr, physical element)Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 110% Mag Damage type: Darkness Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 6 power out of 6/6) : Effective talent level: 3.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 37.70 physical damage to all targets in line. The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
steel waraxe 'Bregerin' (13-18.2 power, 3 apr) steel waraxe 'Bregerin' (13-18.2 power, 3 apr)Requires: - Strength 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 2 Base power: 13.0 - 18.2 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 crit: * cripple the target Damage (Melee): +8 darkness Burst (radius 2) on crit: +4 mind Damage against: +7% Living When wielded/worn: Accuracy: +5 Physical crit. chance: +5.0% Defense: +6 Damage when hit (Melee): 4 acid Critical mult.: +5.00% Maximum hate: +2.00 One-handed war axes. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 Damage when hit (Melee): 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. |
grounding pair of iron boots of uncanny dodging (3 def, 3 armour) grounding pair of iron boots of uncanny dodging (3 def, 3 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +3 Ranged Defense: +2 Fatigue: +2% Changes resistances: +6% lightning / +6% temporal 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 'Aromira' (0 def, 1 armour) pair of rough leather boots 'Aromira' (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +9% fire Changes damage: +6% mind Psi when hit: +0.04 Movement speed: +20% A pair of boots made of leather. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 These gloves are coated with a thick, green liquid. |
iron gauntlets of dexterity (+3) (0 def, 1 armour) iron gauntlets of dexterity (+3) (0 def, 1 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 Armour: +1 Changes stats: +3 Dex Metal gloves protecting the hands up to the middle of the lower arm. |
polar iron gauntlets of strength (+3) (0 def, 1 armour) polar iron gauntlets of strength (+3) (0 def, 1 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: +5 Armour: +1 Damage (Melee): 6 cold Changes stats: +3 Str Changes resistances: +6% cold Changes damage: +4% cold Metal gloves protecting the hands up to the middle of the lower arm. |
prismatic iron helm of the depths (0 def, 3 armour) prismatic iron helm of the depths (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +7% cold / +11% light / +11% darkness Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Cobrasmasher (8 def, 4 armour) Cobrasmasher (8 def, 4 armour)Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +8 Ranged Defense: +5 Fatigue: +7% Effects on melee hit: * Slows global speed by 30% Damage (Melee): 5 lightning Damage (Ranged): 5 lightning Damage when hit (Melee): 4 nature Changes resistances: +12% lightning / +10% cold / +3% nature A suit of armour made of leather. |
quiver of elven-wood arrows 'Spiderquencher' (21/21, 41.5-58.1 power, 14 apr) quiver of elven-wood arrows 'Spiderquencher' (21/21, 41.5-58.1 power, 14 apr)Requires: - Dexterity 35 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Base power: 41.5 - 58.1 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Physical crit. chance: +11.5% Capacity: 21 On weapon hit: * Slows global speed by 12% * leeches stamina from the target On weapon crit: * cripple the target Damage (Ranged): +21 nature / +9 temporal / +20 mind Burst (radius 2) on crit: +4 mind Arrows are used with bows to pierce your foes to death. |
agate 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 Gems can be sold for money or used in arcane rituals. |
6 aquamarine 6 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 Gems can be sold for money or used in arcane rituals. |
4 opal 4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
5 topaz 5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Annulment Rod of AnnulmentPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to force some of your foe's infusions, runes or talents on cooldown, costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
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'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. |
Xanolralle [power 2] (10 cooldown) Xanolralle [power 2] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +1 Wil Reduces incoming crit damage: 5.00% Light radius: +2 Infravision radius: +2 It can be used to remove up to 2 poisons or diseases from the target, placing all other charms into a 10 cooldown. When used: 100% chance to regenerate 4 stamina. 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% Gems can be sold for money or used in arcane rituals. |
ametrine 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% Gems can be sold for money or used in arcane rituals. |
3 citrine 3 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 Gems can be sold for money or used in arcane rituals. |
zircon 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 Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By Dakota the Thalore Wyrmic level 15
54th Dusk 122nd year of Ascendancy at 04:56 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Dakota the Thalore Wyrmic level 10
2nd Summertide 122nd year of Ascendancy at 23:34 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Dakota the Thalore Wyrmic level 8
7th Mirth 122nd year of Ascendancy at 05:04 see stats
Log
Dakota hits Horned Horror for 3 lightning damage.
Horned Horror hits Dakota for 63 physical, 21 lightning (84 total damage).
Layuna the large brown snake resonates with the damage.
Layuna the large brown snake hits Dakota for 5 mind, 11 nature (16 total damage).
Dakota hits Layuna the large brown snake for 3 lightning, 3 lightning (6 total damage).
Dakota is not stunned anymore.
Talent Mind Sear is ready to use.
Talent Nature's Touch is ready to use.
Talent Dig is ready to use.
Talent Acidic Spray is ready to use.
Dakota resists the mind attack!
Layuna the large brown snake misses Dakota.
Layuna the large brown snake hits Dakota for 3 mind damage.
Dakota hits Layuna the large brown snake for 7 lightning damage.
Dakota spits acid!
Dakota hits Layuna the large brown snake for 177 acid damage.
Dakota hits Horned Horror for 179 acid damage.
Dakota killed Layuna the large brown snake!
Horned Horror lashes out with a spinning backhand.
Horned Horror casts Chain Lightning.
Dakota hits Horned Horror for 8 lightning damage.
Horned Horror hits Dakota for 122 physical, 21 lightning, 36 lightning (179 total damage).
You fail to use Nature's Touch due to your equilibrium!
Horned Horror throws two quick punches.
Horned Horror activates Striking Stance.
Saving game...
