Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
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 1.7.6Donators/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.
Possessor Bonus Class 1.7.4Donators/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:
Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Cornac |
Class | Sun Paladin |
Level / Exp | 12 / 62% |
Size | big |
Lifes / Deaths | Killed by Bill the Stone Troll at level 12 on the 10th Mirth 122nd year of Ascendancy at 15:37 / 1 |
Primary Stats
Strength | 33 (base 28) |
Dexterity | 12 (base 10) |
Constitution | 22 (base 18) |
Magic | 33 (base 29) |
Willpower | 10 (base 10) |
Cunning | 20 (base 10) |
Resources
Life | -32/366 |
Mana | 46/166 |
Stamina | 143/143 |
Positive | 43/83 |
Healing Factor | 1.2024166372473 |
Regeneration | 5.110270708301 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 2 |
Offense: Mainhand
Damage | 49 |
Accuracy | 47 |
Crit Chance | 9% |
APR | 14 |
Speed | 1.00 |
Offense: Spell
Spellpower | 29 |
Crit Chance | 7% |
Speed | 1 |
Offense: Mind
Mindpower | 15 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +12% |
Light | +15% |
Physical | +6% |
Offense: Damage Penetration
Mind | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 25 (60%) |
Defense | 26 |
Ranged Defense | 26 |
Fatigue | 0 |
Physical Save | 28 |
Spell Save | 25 |
Mental Save | 24 |
Defense: Resistances
Darkness | + 38%( 70%) |
Acid | + 7%( 70%) |
Light | + 30%( 70%) |
Cold | + 17%( 70%) |
Mind | + 15%( 70%) |
Lightning | + 18%( 70%) |
Fire | + 7%( 70%) |
All | + 7%( 70%) |
Defense: Immunities
Pinning Resistance | 20% |
Bleed Resistance | 10% |
Disarm Resistance | 42% |
Knockback Resistance | 31% |
Instadeath Resistance | 100% |
Blind Resistance | 43% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 265 damage for 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Crusader | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Shield offense | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Radiance | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Celestial / Light | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 0/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Effects
Quests
You successfully escorted the injured seer to the recall portal on level 1 of Heart of the Gloom. Escort: injured seer (level 1 of Heart of the Gloom)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lost tinker from death by Bethysewen the white wolf. Escort: lost tinker (level 2 of Norgos Lair) | failed |
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. | active |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active |
Equipment
On feet | [vs. Dairodrandur the pair of rough leather boots (0 def, 3 armour) (On feet)] Dairodrandur the pair of rough leather boots (0 def, 3 armour)Dairodrandur the pair of rough leather boots (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (-) Changes resistances: +12%(-) lightning / +9%(-) darkness Spell save: +3 (+2 eff.) (-) Cut immunity: +10% (-) Life regen: +2.00 (-) Infravision radius: +1 (-) A pair of boots made of leather. |
Light source | [vs. brass lantern 'Boltimmortal' (Light source)] brass lantern 'Boltimmortal'brass lantern 'Boltimmortal' Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +2 (-) Defense: +15 (+8 eff.) (-) Damage when hit (Melee): 2(-) lightning Changes stats: +1(-) Str Physical save: +5 (+2 eff.) (-) Light radius: +3 (-) Healing mod.: +10% (-) 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 | [vs. linen wizard hat 'Glintdredge' (1 def, 0 armour) (On head)] linen wizard hat 'Glintdredge' (1 def, 0 armour)linen wizard hat 'Glintdredge' (1 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) (-) Changes stats: +4(-) Cun Changes resistances penetration: +5%(-) mind Changes damage: +12%(-) light Critical mult.: +5.00% (-) Mental save: +6 (+3 eff.) (-) Mental crit. chance: +1% (-) A pointy cloth hat, very wizardly... |
Tool | [vs. Squalorreaper (dig speed 29 turns) (Tool)] Squalorreaper (dig speed 29 turns)Squalorreaper (dig speed 29 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +20 (+7 eff.) (-) Effects on melee hit: * 10% chance to slow global speed by 35% Damage (Melee): 0(-10) item nature slow Changes stats: +1(-) Str Changes damage: +6%(-) physical Maximum stamina: +10.00 (-) Infravision radius: +1 (-) When carried: Talents granted: +1.00(-) Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | [vs. warrior's copper ring of tenacity (On fingers, 1 of 2)] warrior's copper ring of tenacitywarrior's copper ring of tenacity Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 (-) Changes stats: +3(-) Str Disarm immunity: +21% (-) Pinning immunity: +20% (-) Knockback immunity: +21% (-) Maximum life: +20.00 (-) Rings make your fingers look great! Tap to cycle through comparison choices |
On fingers | [vs. warrior's copper ring of tenacity (On fingers, 1 of 2)] savior's copper ring of darkness (+24%)savior's copper ring of darkness (+24%) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +0 (-6) Changes stats: +0(-3) Str Changes resistances: +24% darkness Changes damage: +12% darkness Physical save: +7 (+4 eff.) Spell save: +6 (+3 eff.) Mental save: +7 (+3 eff.) Disarm immunity: +0% (-21%) Pinning immunity: +0% (-20%) Knockback immunity: +0% (-21%) Maximum life: +0.00 (-20.00) Rings make your fingers look great! Tap to cycle through comparison choices |
Around waist | [vs. Glimmerblood (Around waist)] GlimmerbloodGlimmerblood Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) (-) Changes stats: +1(-) Cun Changes resistances: +3%(-) mind Changes damage: +3%(-) light Spell save: +6 (+3 eff.) (-) Knockback immunity: +10% (-) Size category: +1 (-) A belt that goes around your waist. |
In main hand | [vs. acidic steel greatsword of phasing (22-34 power, 14 apr) (In main hand)] acidic steel greatsword of phasing (22-34 power, 14 apr)acidic steel greatsword of phasing (22-34 power, 14 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. 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 mult (max 40%) Armour Penetration: +14 (-) Crit. chance: +3.0% (-) Attack speed: 100% (-) On weapon crit: * Splash the target with acid dealing 81 damage over 5 turns and reducing armor and accuracy by 11 Damage Shield penetration (this weapon only): +14% (-) Massive two-handed swords. |
On hands | [vs. steady iron gauntlets of dexterity (+2) (0 def, 1 armour) (On hands)] steady iron gauntlets of dexterity (+2) (0 def, 1 armour)steady iron gauntlets of dexterity (+2) (0 def, 1 armour) Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +17 (+6 eff.) (-) Armour: +1 (-) Fatigue: +1% (-) Changes stats: +2(-) Dex Physical save: +6 (+3 eff.) (-) Mental save: +5 (+3 eff.) (-) Disarm immunity: +21% (-) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | [vs. Robes of Deflection (0 def, 7 armour) (Main armor)] Robes of Deflection (0 def, 7 armour)Robes of Deflection (0 def, 7 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Armour: +7 (-) Armour Hardiness: +30% (-) Changes stats: +3(-) Con / +3(-) Mag Changes resistances: +7%(-) all Spellpower: +5 (+3 eff.) (-) Talent on hit(spell): Evasion (4% chance level 1). This set of robes seems to shine with metallic colors. |
Cloak | [vs. Adethra (1 def, 6 armour) (Cloak)] Adethra (1 def, 6 armour)Adethra (1 def, 6 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 (-) Defense: +1 (+0 eff.) (-) Changes stats: +1(-) Mag / +5(-) Cun / +1(-) Con Changes resistances: +6%(-) mind / +11%(-) cold Life regen: +2.00 (-) Maximum life: +20.00 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | [vs. Feathersteel Amulet (Around neck)] Feathersteel AmuletFeathersteel Amulet Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+8 eff.) (-) Fatigue: -20% (-) Maximum encumbrance: +20 (-) Movement speed: +25% (-) Slows Projectiles: +15% (-) Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Inventory
shatter afflictions rune of the wizard (absorb 53; cd 16) shatter afflictions rune of the wizard (absorb 53; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use 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 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 53 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 Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level. shielding rune (absorb 77; dur 3; cd 18)shielding rune (absorb 77; dur 3; cd 18) Powered by arcane forces 0.10 Encumbrance. 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: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 77 damage for 3 turns. 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. |
[vs. Feathersteel Amulet (Around neck)] Withering OrbsWithering Orbs Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-15 (-8 eff.)) Fatigue: +0% (+20%) Damage (Melee): 5 mind Damage (Ranged): 5 mind Maximum encumbrance: +0 (-20) Mindpower: +5 (+5 eff.) See stealth: +10 See invisible: +10 Movement speed: +0% (-25%) Slows Projectiles: +0% (-15%) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
[vs. warrior's copper ring of tenacity (On fingers, 1 of 2)] copper ring of corrosion (+22%)copper ring of corrosion (+22%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +0 (-6) Changes stats: +0(-3) Str Changes resistances: +22% acid Changes damage: +11% acid Disarm immunity: +0% (-21%) Pinning immunity: +0% (-20%) Knockback immunity: +0% (-21%) Maximum life: +0.00 (-20.00) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. warrior's copper ring of tenacity (On fingers, 1 of 2)] 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: Armour: +0 (-6) Defense: +6 (+3 eff.) Changes stats: +3 Cun / +0(-3) Str Changes resistances: +20% cold Changes damage: +10% cold Disarm immunity: +0% (-21%) Pinning immunity: +0% (-20%) Knockback immunity: +0% (-21%) Maximum life: +0.00 (-20.00) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. acidic steel greatsword of phasing (22-34 power, 14 apr) (In main hand)] flaming iron greatsword of the mystic (16-26 power, 1 apr)This item will automatically be transmogrified when you leave the level. flaming iron greatsword of the mystic (16-26 power, 1 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 16.5 - 26.4(-5.0 - -8.0) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 (-13) Crit. chance: +2.5% (-0.5%) Attack speed: 100% (-) On weapon crit: - Splash the target with acid dealing 81 damage over 5 turns and reducing armor and accuracy by 11 Damage Shield penetration (this weapon only): +0% (-14%) Damage (radius 1) on hit: +9 fire When wielded/worn: Changes stats: +3 Mag / +3 Wil Spellpower: +9 (+4 eff.) Massive two-handed swords. |
[vs. acidic steel greatsword of phasing (22-34 power, 14 apr) (In main hand)] iron greatsword (16-26 power, 1 apr)iron greatsword (16-26 power, 1 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 16.5 - 26.4(-5.0 - -8.0) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 (-13) Crit. chance: +2.5% (-0.5%) Attack speed: 100% (-) On weapon crit: - Splash the target with acid dealing 81 damage over 5 turns and reducing armor and accuracy by 11 Damage Shield penetration (this weapon only): +0% (-14%) Massive two-handed swords. |
[vs. acidic steel greatsword of phasing (22-34 power, 14 apr) (In main hand)] iron greatsword of massacre (24-38 power, 1 apr)iron greatsword of massacre (24-38 power, 1 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 24.0 - 38.4(+2.5 - +4.0) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 (-13) Crit. chance: +2.5% (-0.5%) Attack speed: 100% (-) On weapon crit: - Splash the target with acid dealing 81 damage over 5 turns and reducing armor and accuracy by 11 Damage Shield penetration (this weapon only): +0% (-14%) Massive two-handed swords. |
[vs. acidic steel greatsword of phasing (22-34 power, 14 apr) (In main hand)] iron mace (12-17 power, 2 apr)iron mace (12-17 power, 2 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 12.0 - 16.8(-9.5 - -17.6) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 (-12) Crit. chance: +0.5% (-2.5%) Attack speed: 100% (-) On weapon crit: - Splash the target with acid dealing 81 damage over 5 turns and reducing armor and accuracy by 11 Damage Shield penetration (this weapon only): +0% (-14%) Blunt and deadly. |
[vs. Adethra (1 def, 6 armour) (Cloak)] Beletira (7 def, 0 armour)Beletira (7 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +0 (-6) Defense: +7 (+3 eff.) (+6 (+3 eff.)) Changes stats: +0(-1) Mag / +0(-5) Cun / +0(-1) Con Changes resistances: +0%(-6%) mind / +0%(-11%) cold Physical save: +6 (+3 eff.) Life regen: +0.00 (-2.00) Equilibrium when hit: +0.12 Psi when hit: +0.04 Hate when firing a critical mind attack: +2.00 Maximum life: +0.00 (-20.00) Mindpower: +5 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Dairodrandur the pair of rough leather boots (0 def, 3 armour) (On feet)] pair of iron boots of spellbinding (0 def, 3 armour)This item will automatically be transmogrified when you leave the level. pair of iron boots of spellbinding (0 def, 3 armour) Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +2% Changes stats: +2 Mag Changes resistances: +0%(-12%) lightning / +0%(-9%) darkness Spell save: +0 (+0 eff.) (-3 (-2 eff.)) Cut immunity: +0% (-10%) Life regen: +0.00 (-2.00) Lowers spell cool-downs by: 10% Infravision radius: +0 (-1) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. Dairodrandur the pair of rough leather boots (0 def, 3 armour) (On feet)] traveler's pair of rough leather boots (0 def, 1 armour)traveler's pair of rough leather boots (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-2) Fatigue: -4% Changes resistances: +0%(-12%) lightning / +0%(-9%) darkness Maximum encumbrance: +20 Physical save: +5 (+3 eff.) Spell save: +0 (+0 eff.) (-3 (-2 eff.)) Cut immunity: +0% (-10%) Life regen: +0.00 (-2.00) Infravision radius: +0 (-1) A pair of boots made of leather. |
[vs. linen wizard hat 'Glintdredge' (1 def, 0 armour) (On head)] Turuthad the rough leather cap (0 def, 1 armour)Turuthad the rough leather cap (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Defense: +0 (+0 eff.) (-1 (+0 eff.)) Fatigue: +1% Changes stats: +4 Str / +0(-4) Cun / +2 Con Changes resistances: +6% cold Changes resistances penetration: +0%(-5%) mind Changes damage: +0%(-12%) light Allows you to breathe in: water Critical mult.: +0.00% (-5.00%) Reduces incoming crit damage: 15.00% Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Maximum hate: +6.00 Mental crit. chance: +0% (-1%) A cap made of leather. |
[vs. linen wizard hat 'Glintdredge' (1 def, 0 armour) (On head)] Vorunne (1 def, 0 armour)Vorunne (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) (-) Changes stats: +0(-4) Cun Changes resistances: +5% arcane Changes resistances penetration: +0%(-5%) mind Changes damage: +0%(-12%) light Critical mult.: +0.00% (-5.00%) Reduces incoming crit damage: 5.00% Mental save: +3 (+1 eff.) (-3 (-2 eff.)) Pinning immunity: +20% Mana each turn: +0.13 Equilibrium when hit: +0.08 Spellpower: +2 (+1 eff.) Spell crit. chance: +2% Mental crit. chance: +0% (-1%) Healing mod.: +20% A pointy cloth hat, very wizardly... |
[vs. linen wizard hat 'Glintdredge' (1 def, 0 armour) (On head)] rough leather cap of constitution (+2) (0 def, 1 armour)rough leather cap of constitution (+2) (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Defense: +0 (+0 eff.) (-1 (+0 eff.)) Fatigue: +1% Changes stats: +0(-4) Cun / +2 Con Changes resistances penetration: +0%(-5%) mind Changes damage: +0%(-12%) light Critical mult.: +0.00% (-5.00%) Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Mental crit. chance: +0% (-1%) A cap made of leather. |
[vs. Robes of Deflection (0 def, 7 armour) (Main armor)] iron mail armour (2 def, 4 armour)iron mail armour (2 def, 4 armour) Requires: - Heavy armour training - Strength 14 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 (-3) Armour Hardiness: +0% (-30%) Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +0(-3) Con / +0(-3) Mag Changes resistances: +0%(-7%) all Spellpower: +0 (+0 eff.) (-5 (-3 eff.)) A suit of armour made of mail. |
iron shield (0 def, 2 armour, 8-10 power, 20.5 block) iron shield (0 def, 2 armour, 8-10 power, 20.5 block)Requires: - Shield usage training - Strength 11 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 8.0 - 9.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +20 When wielded/worn: Armour: +2 Fatigue: +8% Talent granted: +1 Block Handheld deflection devices. |
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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
[vs. Squalorreaper (dig speed 29 turns) (Tool)] miner's iron pickaxe (dig speed 27 turns)This item will automatically be transmogrified when you leave the level. miner's iron pickaxe (dig speed 27 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-20 (-7 eff.)) Damage (Melee): 0(-10) item nature slow Changes stats: +1(-) Str Changes damage: +0%(-6%) physical Maximum stamina: +0.00 (-10.00) Infravision radius: +1 (-) When carried: Talents granted: +1.00(-) Dig Allows you to dig a wall, remove a tree, create ways. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
[vs. brass lantern 'Boltimmortal' (Light source)] Tempesthunger the brass lanternTempesthunger the brass lantern Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +0 (-2) Defense: +0 (+0 eff.) (-15 (-8 eff.)) Damage when hit (Melee): 6 nature / 0(-2) lightning Changes stats: +0(-1) Str Changes resistances: +6% lightning Changes resistances penetration: +5% lightning Changes damage: +3% lightning Physical save: +0 (+0 eff.) (-5 (-2 eff.)) Mental save: +6 (+3 eff.) Light radius: +3 (-) See stealth: +5 See invisible: +5 Healing mod.: +0% (-10%) 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. |
[vs. brass lantern 'Boltimmortal' (Light source)] brass lanternbrass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +0 (-2) Defense: +0 (+0 eff.) (-15 (-8 eff.)) Damage when hit (Melee): 0(-2) lightning Changes stats: +0(-1) Str Physical save: +0 (+0 eff.) (-5 (-2 eff.)) Light radius: +3 (-) Healing mod.: +0% (-10%) 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. |
[vs. brass lantern 'Boltimmortal' (Light source)] brass lantern of focusbrass lantern of focus Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +0 (-2) Defense: +0 (+0 eff.) (-15 (-8 eff.)) Damage when hit (Melee): 0(-2) lightning Changes stats: +0(-1) Str / +3 Wil Changes damage: +6% mind Physical save: +0 (+0 eff.) (-5 (-2 eff.)) Light radius: +3 (-) Healing mod.: +0% (-10%) 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. |
[vs. Squalorreaper (dig speed 29 turns) (Tool)] Imp ClawImp Claw Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-20 (-7 eff.)) Damage (Melee): 0(-10) item nature slow Changes stats: +0(-1) Str Changes damage: +0%(-6%) physical Maximum stamina: +0.00 (-10.00) Light radius: +1 Infravision radius: +0 (-1) See stealth: +10 When carried: Talent granted: +0(+-1) Dig It can be used to activate talent Flame (costing 9 power out of 9/9) : Effective talent level: 2.0 Power cost: 9 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 100.12 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
[vs. Squalorreaper (dig speed 29 turns) (Tool)] Prox's Lucky Halfling FootProx's Lucky Halfling Foot Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-20 (-7 eff.)) Defense: +5 (+3 eff.) Damage (Melee): 0(-10) item nature slow Changes stats: +5 Lck / +0(-1) Str Changes damage: +0%(-6%) physical Trap disarming bonus: +5 Maximum stamina: +0.00 (-10.00) Infravision radius: +0 (-1) When carried: Talent granted: +0(+-1) Dig 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. |
[vs. Squalorreaper (dig speed 29 turns) (Tool)] powerful elm totem of healing [power 110] (15 cooldown)powerful elm totem of healing [power 110] (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-20 (-7 eff.)) Damage (Melee): 0(-10) item nature slow Changes stats: +0(-1) Str Changes damage: +0%(-6%) physical Maximum stamina: +0.00 (-10.00) Infravision radius: +0 (-1) When carried: Talent granted: +0(+-1) Dig It can be used to heal yourself and all friendly characters within 10 spaces for 110 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
[vs. Squalorreaper (dig speed 29 turns) (Tool)] piercing elm wand of conjuration [power 100] (15 cooldown)piercing elm wand of conjuration [power 100] (15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-20 (-7 eff.)) Damage (Melee): 0(-10) item nature slow Changes stats: +0(-1) Str Changes damage: +0%(-6%) physical Maximum stamina: +0.00 (-10.00) Infravision radius: +0 (-1) When carried: Talent granted: +0(+-1) Dig It can be used to fire a magical bolt dealing 100 fire damage Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
7 ametrine 7 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. |
3 citrine 3 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. |
4 zircon 4 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 Nithait the Cornac Sun Paladin level 10
3rd Mirth 122nd year of Ascendancy at 18:04 see stats
By Nithait the Cornac Sun Paladin level 4
77th Pyre 122nd year of Ascendancy at 15:05 see stats
Log
Mountain troll uses Disarm.
Mountain troll misses Nithait.
Nithait resists the blow!
Melee retaliation hits Bill the Stone Troll for 2 lightning, 11 light (13 total damage).
Bill the Stone Troll hits Nithait for 122 physical damage.
Nithait casts Rune: Reflection Shield.
A shield forms around Nithait.
Bill the Stone Troll slows down.
Bill the Stone Troll is a martyr.
Nithait hits Bill the Stone Troll for 27 physical, 6 light (33 total damage).
Weapon of Wrath hits Bill the Stone Troll for 25 fire damage.
Bill the Stone Troll activates his tree trunk!
Nithait is not dazed anymore.
Nithait's armour is damaged!
Bill the Stone Troll shatters Nithait shield!
The shield around Nithait crumbles.
Nithait reflects damage back to Bill the Stone Troll!
Nithait hits Bill the Stone Troll for 143 reflected damage.
Melee retaliation hits Bill the Stone Troll for 2 lightning, 11 light (13 total damage).
Bill the Stone Troll hits Nithait for (143 absorbed), 0 physical (0 total damage).
Nithait casts Bathe in Light.
Mountain troll misses Nithait.
Bill the Stone Troll uses Infusion: Heroism.
Bill the Stone Troll uses Shattering Shout.
Bill the Stone Troll damages himself through Martyrdom!
Nithait hits Bill the Stone Troll for 24 physical damage.
Bill the Stone Troll hits Nithait for 286 physical damage.
Nithait the level 12 cornac sun paladin was minced to death by Bill the Stone Troll and clobbered into soup on level 4 of Trollmire.