Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.0Donators/Buyers bonus! 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:
|
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Male |
Race | Dwarf |
Class | Bulwark |
Level / Exp | 19 / 17% |
Size | big |
Lifes / Deaths | Killed by Spellblaze Crystal at level 19 on the 35th Dearth 122nd year of Ascendancy at 17:15 / 2Killed by Xerama the elven guard at level 19 on the 36th Dearth 122nd year of Ascendancy at 12:03 |
Primary Stats
Strength | 65 (base 47) |
Dexterity | 17 (base 12) |
Constitution | 50 (base 37) |
Magic | 13 (base 10) |
Willpower | 20 (base 10) |
Cunning | 15 (base 10) |
Resources
Life | 1/1028 |
Stamina | 111/191 |
Healing Factor | 1.5286847857242 |
Regeneration | 29.45400592118 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Offense: Mainhand
Damage | 69 |
Accuracy | 43 |
Crit Chance | 6% |
APR | 4 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 13 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Nature | +6% |
Fire | +3% |
Arcane | +3% |
Cold | +12% |
All | 0% |
Offense: Damage Penetration
Lightning | +10% |
Light | +15% |
Cold | +5% |
Acid | +15% |
Physical | +6% |
Fire | +25% |
Nature | +25% |
Defense: Base
Armour (hardiness) | 39.08934837382 (81.151787968034%) |
Defense | 5 |
Ranged Defense | 5 |
Fatigue | 27 |
Physical Save | 49 |
Spell Save | 33 |
Mental Save | 31 |
Defense: Resistances
Acid | + 15%( 70%) |
Light | + 33%( 70%) |
Nature | + 39%( 70%) |
Mind | + 15%( 70%) |
Lightning | + 13%( 70%) |
Fire | + 33%( 70%) |
All | + 10%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Bleed Resistance | 50% |
Knockback Resistance | 0% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 281 life over 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 3 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 13%, your defense is increased by 13 and all your resistances by 13%. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 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 37 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 Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 3 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 13%, your defense is increased by 13 and all your resistances by 13%. Its effects scale with your Cunning stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield defense | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 4/5 |
Technique / Shield offense | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 4/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 2/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 failed to protect the repented thief from death by war hound. Escort: repented thief (level 3 of Trollmire) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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 precision. He has given you some notes on the ingredients: * You've found the needed orc heart. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed skeleton mage skull. 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 wretchling eyeball. * You've found the needed black mamba head. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * '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.' * '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 chunk of ghoul flesh. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
On feet | pair of rough leather boots 'Sunwilder' (0 def, 1 armour) pair of rough leather boots 'Sunwilder' (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Damage when hit (Melee): 2 mind Changes stats: +3 Con / +3 Wil Changes resistances: +6% nature / +6% light Changes resistances penetration: +6% physical Changes damage: +3% fire Life regen: +4.00 Maximum hate: +4.00 Mindpower: +4 (+2 eff.) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 18 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Light source | Phlegmwrest PhlegmwrestInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 46% Changes resistances: +6% acid / +3% fire / +9% nature Changes resistances penetration: +5% cold Maximum life: +45.00 Light radius: +3 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 | Neruna the rough leather cap (0 def, 1 armour) Neruna the rough leather cap (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +1 Physical power: +20 (+5 eff.) Armour: +1 Fatigue: +1% Changes stats: +1 Con Changes resistances: +6% nature Physical save: +12 (+4 eff.) Stamina each turn: +3.00 A cap made of leather. |
On hands | Saliwyn (0 def, 1 armour) Saliwyn (0 def, 1 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +1 Fatigue: +1% Changes stats: +5 Str / +2 Dex Changes resistances penetration: +15% acid Equilibrium when hit: +0.12 Mindpower: +15 (+8 eff.) 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. |
Tool | iron pickaxe 'Dazzlenail' (dig speed 37 turns) iron pickaxe 'Dazzlenail' (dig speed 37 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +1 Physical power: +5 (+1 eff.) Damage when hit (Melee): 6 physical Changes stats: +1 Str Changes resistances: +11% nature / +6% light Changes damage: +6% nature Stamina each turn: +3.00 Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Falarand the Nimbusgore Falarand the NimbusgoreCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Damage when hit (Melee): 4 lightning Changes stats: +8 Str / +6 Con Reduces incoming crit damage: 15.00% Light radius: +3 Rings make your fingers look great! |
On fingers | sneakthief's copper ring of life sneakthief's copper ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +7 (+2 eff.) Changes stats: +5 Cun / +5 Dex Life regen: +7.00 Maximum life: +47.00 Healing mod.: +12% Rings make your fingers look great! |
Around neck | copper amulet of healing copper amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Cut immunity: +50% Healing mod.: +13% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 190 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
In main hand | Emebrema the Brandrot (105% power, 2 apr) Emebrema the Brandrot (105% power, 2 apr)Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Power: 106% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns When wielded/worn: Changes stats: +5 Mag / +1 Wil Changes resistances penetration: +10% lightning / +25% fire Blunt and deadly. |
Around waist | Hurukath HurukathPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +8 (+2 eff.) Armour: +8 Changes stats: +3 Wil Changes damage: +3% arcane Critical mult.: +17.00% Spell save: +7 (+3 eff.) Size category: +1 It can be used to create a temporary shield that absorbs 173 damage Activation puts all charms on cooldown for 30 turns. A belt that goes around your waist. |
In off hand | steel shield 'Icespiker' (0 def, 4 armour, 104% power, 35.5 block) steel shield 'Icespiker' (0 def, 4 armour, 104% power, 35.5 block)Requires: - Shield usage training - Strength 16 Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Power: 105% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +36 Damage (radius 1) on hit: +4 fire Damage (radius 2) on crit: +11 light / +10 fire When wielded/worn: Armour: +4 Fatigue: +8% Damage when hit (Melee): 2 cold / 2 fire On shield block: * Deals 15 light and fire damage to each enemy blocked * Cause enemies within radius 6 to bleed for 251 physical damage over 5 turns (1/turn) Changes resistances: +7% light / +23% fire Changes damage: +12% cold Talent granted: +1 Block Handheld deflection devices. |
Cloak | Morningstalker (1 def, 0 armour) Morningstalker (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +17 (+6 eff.) Defense: +1 (+1 eff.) Fatigue: -5% Damage when hit (Melee): 10 light Changes resistances: +6% light / +3% lightning Changes resistances penetration: +25% nature Maximum life: +41.00 Maximum stamina: +12.00 Light radius: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Demonusher (0 def, 13 armour) Demonusher (0 def, 13 armour)Requires: - Massive armour training - Strength 48 Infused by nature Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Fatigue: +22% Effects on melee hit: * 20% chance to reduce damage dealt by 17% Changes resistances: +6% mind Changes resistances penetration: +15% light Mental save: +10 (+5 eff.) Life regen: +4.60 Stamina each turn: +1.10 Maximum life: +24.00 A suit of armour made of metal plates. |
Inventory
regeneration infusion of the titan (heal 230; 17 cd) regeneration infusion of the titan (heal 230; 17 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 230 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune of the warrior (range 5; phase 18; cd 20) blink rune of the warrior (range 5; phase 18; cd 20)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your Strength 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. |
clarifying steel amulet of willpower (+2) clarifying steel amulet of willpower (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Wil Changes resistances: +13% mind Confusion immunity: +20% Amulets make your neck look great! |
grounding steel amulet of magic (+2) grounding steel amulet of magic (+2)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Mag Changes resistances: +13% lightning Stun/Freeze immunity: +24% Amulets make your neck look great! |
Flaresteel FlaresteelInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 20 Damage when hit (Melee): 4 fire Changes stats: +1 Dex Changes resistances: +22% lightning / +3% fire Changes resistances penetration: +10% mind Changes damage: +11% lightning Only die when reaching: -60.00 life Rings make your fingers look great! |
Hailbreacher HailbreacherCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes damage: +3% cold Disarm immunity: +21% Pinning immunity: +21% Knockback immunity: +20% Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +22.00 Spellpower: +5 (+5 eff.) Light radius: +2 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Rings make your fingers look great! |
Jetthorn the steel ring Jetthorn the steel ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+1 eff.) Armour: +6 Damage when hit (Melee): 2 darkness Changes stats: +3 Str / +2 Dex / +1 Wil Changes resistances penetration: +5% darkness Changes damage: +9% mind Blindness immunity: +24% Maximum psi: +10.00 Infravision radius: +3 See stealth: +7 See invisible: +7 Rings make your fingers look great! |
copper ring of blight (+10%) copper ring of blight (+10%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +10% blight Changes damage: +10% blight Rings make your fingers look great! |
rogue's steel ring of lightning (+22%) rogue's steel ring of lightning (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+6 eff.) Changes stats: +3 Cun Changes resistances: +22% lightning Changes damage: +11% lightning Rings make your fingers look great! |
warrior's steel ring of blight (+11%) warrior's steel ring of blight (+11%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +11% blight Changes damage: +11% blight Rings make your fingers look great! |
Shantiz the Stormblade (111% power, 20 apr) Shantiz the Stormblade (111% power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 111% Range: 1.3x Uses stat: 100% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
Deepsripper the iron longsword (104% power, 2 apr) Deepsripper the iron longsword (104% power, 2 apr)Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 105% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 10 arcane resource burn Damage (Melee): +5 nature When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +6% darkness Changes resistances penetration: +10% fire Sharp, long, and deadly. |
Saliwen the Dourpassion (108% power, 3 apr) Saliwen the Dourpassion (108% power, 3 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Power: 108% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +7 Changes stats: +2 Dex / +1 Mag / +6 Wil / +2 Con Changes resistances penetration: +7% all Changes damage: +3% darkness Spellpower: +5 (+5 eff.) Infravision radius: +1 Combat speed: +10% Sharp, long, and deadly. |
iron longsword 'Wintertooth' (117% power, 2 apr) iron longsword 'Wintertooth' (117% power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 117% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +8 acid When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 17% Damage when hit (Melee): 6 acid Changes resistances: +3% cold Changes resistances penetration: +5% acid See invisible: +12 Sharp, long, and deadly. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 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. |
rough leather belt of unlife rough leather belt of unlifePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Fogspar the linen cloak (1 def, 0 armour) Fogspar the linen cloak (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) * 10% chance to reduce damage dealt by 17% Changes stats: +2 Mag / +1 Wil Changes resistances: +3% darkness Changes resistances penetration: +5% temporal Changes damage: +9% temporal Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of iron boots 'Elinor' (0 def, 3 armour) pair of iron boots 'Elinor' (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +1 Str / +3 Mag Changes resistances: +5% fire / +5% cold Mental save: +12 (+6 eff.) Hate when firing a critical mind attack: +2.00 Maximum psi: +10.00 Mental crit. chance: +1% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quasit's Skull (0 def, 12 armour) Quasit's Skull (0 def, 12 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+4 eff.) Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
rough leather cap 'Floewilter' (0 def, 1 armour) rough leather cap 'Floewilter' (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 2 mind Changes stats: +3 Cun / +3 Wil Changes resistances: +21% cold Changes resistances penetration: +10% mind Changes damage: +3% mind Mindpower: +14 (+7 eff.) A cap made of leather. |
stabilizing linen wizard hat of fire (+15%) (1 def, 0 armour) stabilizing linen wizard hat of fire (+15%) (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +3 Wil Changes resistances: +15% fire Changes damage: +10% fire Physical save: +6 (+2 eff.) A pointy cloth hat, very wizardly... |
Relgoneg the dwarven-steel mail armour (12 def, 11 armour) Relgoneg the dwarven-steel mail armour (12 def, 11 armour)Requires: - Heavy armour training - Strength 28 Powered by arcane forces Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +11 Defense: +12 (+12 eff.) Fatigue: +12% Changes stats: +2 Cun Changes resistances: +17% lightning / +18% temporal Mental save: +18 (+9 eff.) Cut immunity: +20% Life regen: +2.00 Only die when reaching: -20.00 life Healing mod.: +15% A suit of armour made of mail. |
Haragorn the iron plate armour (0 def, 7 armour) Haragorn the iron plate armour (0 def, 7 armour)Requires: - Massive armour training - Strength 22 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Fatigue: +22% Changes resistances: +16% lightning / +3% darkness Poison immunity: +20% Silence immunity: +20% A suit of armour made of metal plates. |
impenetrable iron plate armour (0 def, 15 armour) impenetrable iron plate armour (0 def, 15 armour)Requires: - Massive armour training - Strength 22 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +15 Fatigue: +22% A suit of armour made of metal plates. |
Frigidfoe (0 def, 2 armour, 93% power, 19.5 block) Frigidfoe (0 def, 2 armour, 93% power, 19.5 block)Requires: - Shield usage training - Strength 11 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Power: 93% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +20 Damage (Melee): +20 mind / +10 cold When wielded/worn: Armour: +2 Fatigue: +8% On shield block: * Deals 98 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Changes stats: +2 Str / +2 Wil Changes resistances: +10% cold Changes resistances penetration: +10% cold Changes damage: +9% mind Talent granted: +1 Block Light radius: +3 Handheld deflection devices. |
windwalling iron shield of the stars (0 def, 2 armour, 98% power, 22.5 block) windwalling iron shield of the stars (0 def, 2 armour, 98% power, 22.5 block)Requires: - Shield usage training - Strength 11 Powered by arcane forces Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Power: 99% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +22 Damage (Melee): +10 physical / +10 light / +11 darkness When wielded/worn: Armour: +2 Fatigue: +8% Changes stats: +1 Mag / +1 Wil / +2 Cun Changes resistances: +11% physical / +11% light / +12% darkness Changes damage: +12% light / +11% darkness Talent granted: +1 Block Slows Projectiles: +10% Bonus block near projectiles: +11 Handheld deflection devices. |
2 agate 2 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. |
354 alchemist agate 354 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. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe 'Geteneg' (dig speed 19 turns) iron pickaxe 'Geteneg' (dig speed 19 turns)Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +20 (+7 eff.) Physical power: +15 (+3 eff.) Defense: +5 (+5 eff.) Changes stats: +1 Str / +4 Con Changes damage: +5% mind / +6% fire Mental save: +5 (+2 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of the Iron Throne (dig speed 20 turns) iron pickaxe of the Iron Throne (dig speed 20 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Maximum life: +23.00 Maximum stamina: +17.00 When carried: Talent granted: +1 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 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern of health brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +41.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+3 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+5 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 271/400. 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. |
Salunor the ash wand of clairvoyance [power 10] (32/15 cooldown) Salunor the ash wand of clairvoyance [power 10] (32/15 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 2 When wielded/worn: Armour penetration: +2 Physical power: +10 (+2 eff.) Armour: +2 Stamina each turn: +3.00 It can be used to reveal the area around you, dispelling darkness (radius 10, power 38 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 15 turns. When used: * Heal for 52. * Increase all damage penetration by 14% for 2 turns. * Increase all damage by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
6 ametrine 6 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. |
4 citrine 4 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. |
7 zircon 7 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By CarrPincushion the Dwarf Bulwark level 10
40th Profit 122nd year of Ascendancy at 11:54 see stats
By CarrPincushion the Dwarf Bulwark level 10
40th Profit 122nd year of Ascendancy at 11:52 see stats
By CarrPincushion the Dwarf Bulwark level 6
20th Voratun 122nd year of Ascendancy at 04:25 see stats
By CarrPincushion the Dwarf Bulwark level 9
33rd Profit 122nd year of Ascendancy at 11:06 see stats
By CarrPincushion the Dwarf Bulwark level 10
3rd Wealth 122nd year of Ascendancy at 02:58 see stats
By CarrPincushion the Dwarf Bulwark level 17
27th Dearth 122nd year of Ascendancy at 01:55 see stats
By CarrPincushion the Dwarf Bulwark level 19
35th Dearth 122nd year of Ascendancy at 17:16 see stats
Log
Armoured skeleton warrior is out of phase.
Xerama the elven guard casts Searing Light.
Xerama the elven guard's spell attains critical power!
Xerama the elven guard hits CarrPincushion for 145 light damage.
Xerama the elven guard's light area effect hits CarrPincushion for 79 light damage.
Ghoul slows down.
Ghoul stops bleeding.
Isleldaba the elven warrior stops surging mana.
Aritta the elven mage is not stunned anymore.
Aritta the elven mage speeds up.
Talent Shield Pummel is ready to use.
Deep Wound from Aritta the elven mage hits CarrPincushion for 23 physical damage.
CarrPincushion activates Daunting Presence.
Melee retaliation hits Ghoul for 6 physical, 10 light, 3 lightning, 2 fire, 2 mind, 2 cold (24 total damage).
Isleldaba the elven warrior casts Channel Staff.
Melee retaliation hits Mean looking elven guard for 6 physical, 10 light, 3 lightning, 2 fire, 2 mind, 2 cold (26 total damage).
Armoured skeleton warrior uses Overpower.
CarrPincushion resists the knockback!
Armoured skeleton warrior uses Shield Pummel.
CarrPincushion is stunned!
Melee retaliation hits Armoured skeleton warrior for 5 physical, 8 light, 3 lightning, 2 fire, 1 mind, 2 cold, 5 physical, 8 light, 3 lightning, 2 fire, 1 mind, 2 cold (40 total damage).
Melee retaliation hits Armoured skeleton warrior for 5 physical, 8 light, 3 lightning, 2 fire, 1 mind, 2 cold, 5 physical, 8 light, 3 lightning, 2 fire, 1 mind, 2 cold, 5 physical, 8 light, 3 lightning, 2 fire, 1 mind, 2 cold (60 total damage).
Armoured skeleton warrior hits CarrPincushion for 7 acid, 7 acid (15 total damage).
Armoured skeleton warrior hits CarrPincushion for 12 physical, 5 cold, 8 cold, 8 cold (33 total damage).
Xerama the elven guard casts Invoke Darkness.
Xerama the elven guard's spell attains critical power!
Isleldaba the elven warrior's Channel Staff hits CarrPincushion for 34 fire damage.
Xerama the elven guard hits CarrPincushion for 339 darkness damage.
CarrPincushion the level 19 dwarf bulwark was darkened to death by Xerama the elven guard on level 1 of Rhaloren Camp.