Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.3 |
| Addons | Gnome 1.2.3Let there be Gnomes! Addon-content: 1. New subrace: Gnomes (included: own starter-zone and quest) 2. Additional zones and quests: About Gnomes: Gnomes are distant relatives of Halflings, albeit a tad smaller in stature and much weaker physique. In the world of Maj_Eyal, not much is known about them for simple reasons: they usually don't leave home to go on adventures, much less to take part in heroic endeavours. People commonly mistake Gnomes for extraordinary small and malformed Halflings, even if that is far from being the truth. The existence of Gnomes as a proper subspecies has passed history unnoticed for centuries, while they lived peacefully, silent and hidden within Halfling society, dedicating their lives to the study of the physical, magical and historical dimensions of Maj'Eyal. In theory, however, gnomes make great adventurers. While they lack any of those physical attributes, that are commonly associated with a lifestyle dedicated to performing heroic deeds, they got the ability to gain advanced knowledge about almost anything related to skillful adventuring. They start their career with two instead of just one racial talent trees and are able to learn new talent types not available to their choosen class. As a result, they make for very flexible game play, but they are challenged by a low life-rating. --- Major Revamp as of 20.12.2014 --- ! ! ! ! ! No compatibility with older versions ! ! ! ! ! Gnomes now offer a truly experimental game experience. Gnomes get two racial trees: - one tree allows them to learn just about any talents associated to different meta themes (they can learn one type each of these groups: technique/cunning, spell/celestial/chronomancy, psionic/wild-gifts, cursed/corruption). - the other tree provides general offensive and defensive benefits as well as resource (stamina, mana, psi, equilibrium) regeneration. As a result, playing as a gnome makes it possible to spice up just about any class with new talent combinations normaly only experienced when playing the Adventurer class. Additonaly, gnomes still start with their Gnomish Pocket Encyclopedia - an item, which at level 30 allows them to pick one further talent type from about just any category (excluding stone wardens talents). Specifics - Stats and Racial Talents: Stat modifiers: -4 Strength, +1 Dexterity, -6 Constitution, +1 Magic, +0 Willpower, +6 Cunning, +0 Luck Update (24.01.2015): - added a visual distinction between generic and class trees in the dialogues where you choose which talent-type to learn Items Vault 1.2.0Donators/Buyers bonus! Arcanum Class Pack 1.2.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Dread Knight Class 1.2.3Dread Knight. More tactically focused than Cursed. Think Gabranth from FFXII meets Hannibal of Carthage. Doctornull's Class Pack 1.2.3This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. |
| Campaign | Arena |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Cursed |
| Level / Exp | 27 / 48% |
| Size | medium |
| Lifes / Deaths | Killed by skeleton mage at level 27 on the 77th Pyre 122nd year of Ascendancy at 09:52 6 / 1 |
Primary Stats
| Strength | 74 (base 54) |
| Dexterity | 17 (base 10) |
| Constitution | 35 (base 28) |
| Magic | 14 (base 10) |
| Willpower | 41 (base 38) |
| Cunning | 13 (base 10) |
Resources
| Life | -8/666 |
| Hate | 73/100 |
| Healing Factor | 0.90900436861525 |
| Regeneration | 3.3178659454457 |
Speed
| Mental | +55.769854152873% |
| Attack | 0% |
| Movement | +299.16611479881% |
| Spell | 0% |
| Global | +101.4% |
Vision
| Sight | 10 |
| Lite | 4 |
| See Stealth | 5 |
| See Invisible | 17 |
Offense: Mainhand
| Damage | 78 |
| Accuracy | 37 |
| Crit Chance | 3% |
| APR | 16 |
| Speed | 0.64 |
Offense: Spell
| Spellpower | 14 |
| Crit Chance | 0% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26.95 |
| Crit Chance | 0% |
| Speed | 1 |
Offense: Damage Bonus
| All | +10% |
Defense: Base
| Armour (hardiness) | 66.92 (105%) |
| Defense | 8.65 |
| Ranged Defense | 10.65 |
| Fatigue | 15 |
| Physical Save | 43.346052861243 |
| Spell Save | 18.025 |
| Mental Save | 35.394079291864 |
Defense: Resistances
| All | + 4%( 70%) |
Defense: Immunities
| Stun Resistance | 15% |
| Confusion Resistance | 1% |
| Fear Resistance | 15% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 15% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
| Runes | Effective talent level: 1.0 Rune: LightningUse mode: Activated Range: 6 Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of lightning, doing 42.17 to 126.50 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 204 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
| Cursed / Strife | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Cursed / Endless hunt | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Gloom | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Rampage | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Effects
| talent | Cleave |
| talent | Gloom |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 4.0)Penalty : Fractured Sanity: -11% Mind Resistance, -14% Confusion Immunity Power 1+: Unleashed: +12% critical damage, +17% off-hand weapon damage Power 2+: -1 Luck, +7 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 18.7% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 4.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 11%) for 4 turns. Power 1+: Nightwalker: +16 Darkness Resistance, +10% Max Darkness Resistance, +10 See Invisible Power 2+: -1 Luck, +7 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 15% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
| detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
| beneficial effect | The target is rampaging! (+349% movement speed, +56% attack speed, +41% physical damage, +21 physical save, +21 mental save, 58/58 damage shrugged off this turn) Rampaging |
| beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 10%. Strength and Willpower are increased by 5. Poisons and diseases have a 10% chance of being neutralized each turn. Cursed Form |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 4.0)Penalty : Fear of Death: -7% resistance against damage from the undead. Power 1+: Power over Death: +10% damage against the undead. Power 2+: -1 Luck, +4 Strength, +4 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 5. Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | The target's skin reacts to damage, granting 27 armour and 40% armour hardiness. Thorny Skin |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 2.0)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +4 Defense, +2 Ranged Defense Power 2+: -1 Luck, +3 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+35% chance to avoid traps). Power 4+: Unfortunate End: There is a 30% chance that the damage you deal will increase by 30% if the increase would be enough to kill your opponent. |
Quests
Seeking wealth, glory, and a great fight, you challenge the Arena! The ArenaCan you defeat your foes and become Master of Arena? | active |
Equipment
| On feet | restorative pair of iron boots (0 def, 3 armour) (Madness) restorative pair of iron boots (0 def, 3 armour) (Madness)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Life regen: +1.70 Healing mod.: +10% Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | steady iron gauntlets of strength (+3) (0 def, 1 armour) (Madness) steady iron gauntlets of strength (+3) (0 def, 1 armour) (Madness)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 Physical power: +6 Armour: +1 Changes stats: +3 Str Physical save: +6 Mental save: +6 Curse of Madness Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | iron helm (0 def, 3 armour) (Madness) iron helm (0 def, 3 armour) (Madness)Requires: - Talent Armour Training 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | forceful ash totem of thorny skin [power 27] (20/20 cooldown) forceful ash totem of thorny skin [power 27] (20/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to harden the skin for 7 turns increasing armour by 27 and armour hardiness by 40%, placing all other charms into a 20 cooldown. When used: 100% chance to regenerate 4 stamina. Natural totems are made by powerful wilders to store nature power. |
| On fingers | warrior's copper ring of corrosion (+20%) (Misfortune) warrior's copper ring of corrosion (+20%) (Misfortune)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +20% acid Changes damage: +10% acid Curse of Misfortune Rings can have magical properties. |
| On fingers | mule's steel ring (Corpses) mule's steel ring (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -4% Maximum encumbrance: +21 Curse of Corpses Rings can have magical properties. |
| Around neck | restful gold amulet of strength (+5) restful gold amulet of strength (+5)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +5 Str Life regen: +1.70 Amulets can have magical properties. |
| In main hand | blazebringer's orichalcum trident of daylight (50-80 power, 16 apr) (Shrouds) blazebringer's orichalcum trident of daylight (50-80 power, 16 apr) (Shrouds)Requires: - Strength 48 Powered by arcane forces Infused by nature 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 50.0 - 80.0 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +17 light Burst (radius 2) on crit: +16 fire Damage against: +10% Undead When wielded/worn: Changes resistances penetration: +12% fire Global speed: +1% Curse of Shrouds A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
| Main armor | prismatic dwarven-steel plate armour of implacability (5 def, 16 armour) (Corpses) prismatic dwarven-steel plate armour of implacability (5 def, 16 armour) (Corpses)Requires: - Strength 35 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +16 Defense: +5 Fatigue: +18% Changes resistances: +11% light / +12% darkness Physical save: +6 Curse of Corpses A suit of armour made of metal plates. |
| 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: +4 See stealth: +5 See invisible: +7 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. |
| Around waist | nightruned rough leather belt (Corpses) nightruned rough leather belt (Corpses)Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% light / +5% darkness Curse of Corpses A belt that goes around your waist. |
Inventory
gold amulet of dexterity (+5) gold amulet of dexterity (+5)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Dex Amulets can have magical properties. |
savior's steel amulet savior's steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical save: +12 Spell save: +12 Mental save: +12 Amulets can have magical properties. |
marksman's steel ring of clarity (Shrouds) marksman's steel ring of clarity (Shrouds)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 Changes stats: +3 Dex Mental save: +8 Confusion immunity: +23% Curse of Shrouds Rings can have magical properties. |
savior's gold ring of corrosion (+24%) (Nightmares) savior's gold ring of corrosion (+24%) (Nightmares)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +24% acid Changes damage: +12% acid Physical save: +8 Spell save: +8 Mental save: +9 Curse of Nightmares Rings can have magical properties. |
savior's steel ring (Madness) savior's steel ring (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical save: +7 Spell save: +9 Mental save: +8 Curse of Madness Rings can have magical properties. |
balanced iron battleaxe of massacre (22-33 power, 1 apr) (Madness) balanced iron battleaxe of massacre (22-33 power, 1 apr) (Madness)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 22.0 - 33.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +7 Defense: +7 Curse of Madness Massive two-handed battleaxes. |
acidic stralite greatmaul of erosion (56-84 power, 3 apr) (Misfortune) acidic stralite greatmaul of erosion (56-84 power, 3 apr) (Misfortune)Requires: - Strength 35 Powered by arcane forces Infused by nature 5.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 56.0 - 84.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +7 acid / +13 temporal / +12 nature Curse of Misfortune Massive two-handed mauls. |
steel greatsword (21.5-34.4 power, 2 apr) (Nightmares) steel greatsword (21.5-34.4 power, 2 apr) (Nightmares)Requires: - Strength 16 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 21.5 - 34.4 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% Curse of Nightmares Massive two-handed swords. |
rough leather sling of lightning (Corpses) rough leather sling of lightning (Corpses)Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 1 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +6 Damage (Ranged): +5 lightning When wielded/worn: Changes damage: +9% lightning Curse of Corpses Slings are used to hurl stones or metal shots at your foes. |
ash magestaff (15-18 power, 3 apr, cold element) (Corpses) ash magestaff (15-18 power, 3 apr, cold element) (Corpses)Requires: - Magic 16 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% cold Talent granted: +1 Command Staff Spellpower: +6 Spell crit. chance: +2% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
earthen elm starstaff (10-12 power, 2 apr, temporal element) (Corpses) earthen elm starstaff (10-12 power, 2 apr, temporal element) (Corpses)Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Armour: +3 Armour Hardiness: +3% Changes damage: +10% temporal Talent granted: +1 Command Staff Physical save: +3 Spellpower: +3 Spell crit. chance: +1% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
elm starstaff (10-12 power, 2 apr, light element) (Misfortune) elm starstaff (10-12 power, 2 apr, light element) (Misfortune)Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% light Talent granted: +1 Command Staff Spellpower: +3 Spell crit. chance: +1% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
iron waraxe (11-15.4 power, 2 apr) (Nightmares) iron waraxe (11-15.4 power, 2 apr) (Nightmares)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.0 - 15.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Curse of Nightmares One-handed war axes. |
grounding rough leather belt (Corpses) grounding rough leather belt (Corpses)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +6% temporal Curse of Corpses A belt that goes around your waist. |
woollen robe of light (+16%) (0 def, 0 armour) (Madness) woollen robe of light (+16%) (0 def, 0 armour) (Madness)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +16% light Changes damage: +11% light Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of rough leather boots (0 def, 1 armour) (Madness) pair of rough leather boots (0 def, 1 armour) (Madness)2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Curse of Madness A pair of boots made of leather. |
steady rough leather gloves of dexterity (+3) (0 def, 1 armour) (Shrouds) steady rough leather gloves of dexterity (+3) (0 def, 1 armour) (Shrouds)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +17 Armour: +1 Changes stats: +3 Dex Physical save: +5 Mental save: +5 Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather cap (0 def, 1 armour) (Misfortune) rough leather cap (0 def, 1 armour) (Misfortune)2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Curse of Misfortune A cap made of leather. |
iron mail armour (2 def, 4 armour) (Madness) iron mail armour (2 def, 4 armour) (Madness)Requires: - Strength 14 - Talent Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +12% Curse of Madness A suit of armour made of mail. |
steel mail armour (2 def, 6 armour) (Madness) steel mail armour (2 def, 6 armour) (Madness)Requires: - Strength 20 - Talent Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 Fatigue: +14% Curse of Madness A suit of armour made of mail. |
iron shield (4 def, 2 armour, 19.5 block) (Corpses) iron shield (4 def, 2 armour, 19.5 block) (Corpses)Requires: - Strength 11 - Talent Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 Ranged Defense: +4 Fatigue: +6% Talent granted: +1 Block Curse of Corpses Handheld deflection devices. |
iron shield of acid resistance (+16%) (4 def, 2 armour, 19.5 block) (Nightmares) iron shield of acid resistance (+16%) (4 def, 2 armour, 19.5 block) (Nightmares)Requires: - Strength 11 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 Ranged Defense: +4 Fatigue: +6% Changes resistances: +16% acid Talent granted: +1 Block Curse of Nightmares Handheld deflection devices. |
58 alchemist agate 58 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 onyx 2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. |
steel torque of thermal psionic shield [power 43] (20/20 cooldown) steel torque of thermal psionic shield [power 43] (20/20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 43 for 7 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals. |
Achievements
Arena Battler 20
Got to wave 20 in the arena.By niggums the Cornac Cursed level 21
76th Pyre 122nd year of Ascendancy at 04:13 see stats
Level 10
Got a character to level 10.By niggums the Cornac Cursed level 10
75th Pyre 122nd year of Ascendancy at 01:53 see stats
Level 20
Got a character to level 20.By niggums the Cornac Cursed level 20
76th Pyre 122nd year of Ascendancy at 04:13 see stats
Log
niggums hits Something for 126 physical, 19 light (145 total damage).
Niggums is stunned!
Something hits niggums for 36 physical damage.
Something hits niggums for 5 physical damage.
Something hits niggums for 18 physical, 11 mind, 21 cold (49 total damage).
Something hits niggums for 28 physical, 0 arcane, 8 physical, 8 nature, 10 temporal (53 total damage).
Niggums recovers sight.
niggums hits Cutpurse for 54 physical, 7 light (62 total damage).
Sand wyrmic hits niggums for 35 physical damage.
Storm wyrmic hits niggums for 18 physical, 11 mind, 21 cold (49 total damage).
Cutpurse hits niggums for 29 physical, 0 arcane, 9 physical, 8 nature, 10 temporal (55 total damage).
Niggums uses forceful ash totem of thorny skin [power 27] (20 cooldown)!
Sand wyrmic hits niggums for 12 physical damage.
Storm wyrmic is no longer weakened.
Niggums resists the mind attack!
Storm wyrmic hits niggums for 5 mind, 18 cold (23 total damage).
Your hatred grows even as your life fades! (+7 hate)
Niggums begins rampaging!
Niggums shrugs off the effect 'Frozen'!
White crystal's Ice Bolt hits niggums for 115 cold damage.
Cutpurse hits niggums for 0 arcane, 8 nature, 10 temporal (17 total damage).
Skeleton mage casts Manathrust.
Your hatred grows even as your life fades! (+4 hate)
Skeleton mage hits niggums for 77 arcane damage.
Skeleton mage hits Storm wyrmic for 161 arcane damage.
niggums the level 27 cornac cursed was imploded to death by a skeleton mage (yet again) on level 31 of The Arena.
Skeleton mage killed niggums!
