Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Items Vault 1.3.0Donators/Buyers bonus! Ashes of Urh'Rok 1.2.4Official 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:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Halfling |
Class | Rogue |
Level / Exp | 41 / 96% |
Size | small |
Lifes / Deaths | Killed by nightmare horror at level 31 on the 55th Haze 122nd year of Ascendancy at 13:35 0 / 9Killed by snow giant boulder thrower at level 31 on the 9th Allure 123rd year of Ascendancy at 12:36 Killed by Yvyribeth the fire drake hatchling at level 33 on the 3rd Regrowth 123rd year of Ascendancy at 02:33 Killed by Yvyribeth the fire drake hatchling at level 33 on the 3rd Regrowth 123rd year of Ascendancy at 02:55 Killed by Shasshhiy'Kaish at level 34 on the 3rd Regrowth 123rd year of Ascendancy at 09:36 Killed by Belawen the carrion worm mass at level 37 on the 12nd Regrowth 123rd year of Ascendancy at 23:37 Killed by nightmare horror at level 37 on the 25th Regrowth 123rd year of Ascendancy at 22:31 Killed by Greater Mummy Lord at level 39 on the 53rd Regrowth 123rd year of Ascendancy at 11:38 Killed by Ce'Namina the ghoul at level 41 on the 55th Pyre 123rd year of Ascendancy at 13:54 |
Antimagic | Follower |
Primary Stats
Strength | 10 (base 13) |
Dexterity | 72 (base 60) |
Constitution | 23 (base 11) |
Magic | 10 (base 10) |
Willpower | 56 (base 38) |
Cunning | 80 (base 60) |
Resources
Life | -30/1155 |
Stamina | 280/357 |
Equilibrium | 54 |
Healing Factor | 1.21 |
Regeneration | 3.2549 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | -997 |
Infravision | 8 |
See Stealth | 14 |
See Invisible | 16 |
Stealth | 69.447154631066 |
Offense: Mainhand
Damage | 81 |
Accuracy | 52 |
Crit Chance | 46% |
APR | 7 |
Speed | 1.00 |
Offense: Offhand
Damage | 55 |
Accuracy | 52 |
Crit Chance | 46% |
APR | 7 |
Speed | 1.00 |
Offense: Spell
Spellpower | 5.6666666666667 |
Crit Chance | 23% |
Speed | 1 |
Offense: Mind
Mindpower | 51.733333333333 |
Crit Chance | 33% |
Speed | 1 |
Offense: Damage Bonus
All | +6% |
Defense: Base
Armour (hardiness) | 10.033333333333 (30%) |
Defense | 69.756770631868 |
Ranged Defense | 70.256770631868 |
Fatigue | 0 |
Physical Save | 30.7125 |
Spell Save | 56.991666666667 |
Mental Save | 45.158333333333 |
Defense: Resistances
All | -17%( 70%) |
Defense: Immunities
Disarm Resistance | 23% |
Instadeath Resistance | 100% |
Confusion Resistance | 5% |
Silence Resistance | 5% |
Pinning Resistance | 25% |
Poison Resistance | 20% |
Knockback Resistance | 20% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 22% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
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 487 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 706% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. |
Class Talents
Cunning / Stealth | 1.50 |
| 5/5 |
| 3/5 |
| 2/5 |
| 5/5 |
Cunning / Trapping | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 4/5 |
Technique / Dual weapons | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 4/5 |
| 2/5 |
| 1/5 |
Cunning / Lethality | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Dual techniques | 1.50 |
| 1/5 |
| 3/5 |
| 2/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 5/5 |
Technique / Field control | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Acrobatics | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
talent | Stealth |
talent | Lacerating Strikes |
talent | Antimagic Shield |
detrimental effect | The target has been splashed with acid, taking 9.97 acid damage per turn, reducing armour by 9 and attack by 9. Acid Splash |
beneficial effect | You gain 42% resistance against cold. Resolve |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
detrimental effect | The gloom has confused the target, making it act randomly (50% chance) and unable to perform complex actions. Confused by the gloom |
beneficial effect | Parrying melee attacks: Has a 20% chance to deflect up to 8 damage from the next 1.0 attack(s). Parrying |
beneficial effect | The target has 50% chance to evade melee attacks and gains 34 defense. Evasion |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you improved mental save by +4. | done |
You abandoned worried loremaster to death. Escort: worried loremaster (level 1 of Daikara) | 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. 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 have explored the Maze and vanquished the Minotaur. * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | 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 avoidance. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed vial of fire wyrm saliva. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 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.' * You've found the needed wretchling eyeball. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed green worm. * You've found the needed mummified bone. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 within5 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
Equipment
On feet | Rhoregohell the Thunderserpent (12 def, 1 armour) Rhoregohell the Thunderserpent (12 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +12 (+3 eff.) Fatigue: -4% Effects on melee hit: * Slows global speed by 40% Changes stats: +1 Con Changes resistances: +9% lightning / +6% temporal / +5% arcane / +6% darkness Stamina each turn: +0.30 Maximum life: +31.00 Movement speed: +10% It can be used to activate talent Evasion, placing all other charms into a 26 cooldown : Effective talent level: 5.2 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 35% chance to completely evade them and granting you 46 defense for 11 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
Light source | Bleakserpent BleakserpentInfused by nature Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+2 eff.) Defense: +2 (+0 eff.) Ranged Defense: +2 (+0 eff.) Changes stats: +10 Wil Changes resistances: +6% light / +15% fire / +6% darkness / +3% all Changes damage: +10% mind Critical mult.: +13.00% Spell save: +9 (+3 eff.) Mental save: +14 (+4 eff.) Confusion immunity: +5% Maximum life: +55.00 Light radius: +3 See stealth: +14 See invisible: +16 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | grounding hardened leather cap of absorption (0 def, 3 armour) grounding hardened leather cap of absorption (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +11% lightning / +7% temporal Stamina when hit: +1.20 Equilibrium when hit: +1.90 A cap made of leather. |
On hands | Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+0 eff.) These gloves are coated with a thick, green liquid. |
Tool | dwarven-steel torque of thermal psionic shield [power 71] (16/18 cooldown) dwarven-steel torque of thermal psionic shield [power 71] (16/18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 71 for 7 turns, putting all charms on cooldown for 18 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | Xydheldamira XydheldamiraInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +14 (+4 eff.) Effects on melee hit: * Slows global speed by 40% Damage when hit (Melee): 4 mind Changes stats: +4 Con Changes resistances: +30% acid Changes damage: +15% acid / +6% physical / +6% all Critical mult.: +6.00% Physical save: +11 (+5 eff.) Spell save: +26 (+7 eff.) Mental save: +9 (+3 eff.) Disease immunity: +10% Silence immunity: +5% Pinning immunity: +5% Life regen: +1.10 Maximum life: +64.00 Maximum stamina: +22.00 Spellpower: +7 (+1 eff.) Mindpower: +14 (+4 eff.) Healing mod.: +21% Rings can have magical properties. |
On fingers | steel ring of tenacity steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Disarm immunity: +23% Pinning immunity: +20% Knockback immunity: +20% Maximum life: +24.00 Rings can have magical properties. |
Around neck | wanderer's gold amulet wanderer's gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +5 Dex / +6 Cun / +6 Con Life regen: +0.70 Stamina each turn: +0.90 Movement speed: +10% Amulets can have magical properties. |
In main hand | insidious dwarven-steel dagger of dampening (20-26 power, 7 apr) insidious dwarven-steel dagger of dampening (20-26 power, 7 apr)Requires: - Dexterity 24 Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 20.0 - 26.0 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Damage (Melee): +8 insidious poison When wielded/worn: Changes resistances: +8% acid / +8% fire / +8% cold / +8% lightning Spell save: +7 (+2 eff.) Sharp, short and deadly. |
Around waist | Isiselaith the Glarefury Isiselaith the GlarefuryInfused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +7.0% Effects on melee hit: * 20 arcane resource burn * Slows global speed by 15% Damage when hit (Melee): 4 fire Changes stats: +4 Cun / +4 Dex Changes resistances: +6% acid / +10% temporal / +6% light / +3% blight / +6% fire / +13% lightning / +6% cold Changes damage: +9% light Spell save: +20 (+5 eff.) Mental crit. chance: +6% A belt that goes around your waist. |
In off hand | caustic dwarven-steel dagger (20.5-26.65 power, 7 apr) caustic dwarven-steel dagger (20.5-26.65 power, 7 apr)Requires: - Dexterity 24 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 20.5 - 26.7 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% On weapon hit: * 8% chance to corrode armour When wielded/worn: Changes resistances penetration: +5% acid Life regen: +0.64 Sharp, short and deadly. |
Cloak | Relgilin (9 def, 8 armour) Relgilin (9 def, 8 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour: +8 Defense: +9 (+2 eff.) Changes resistances: +13% cold / +6% darkness / +6% light Physical save: +8 (+4 eff.) Spell save: +25 (+7 eff.) Maximum life: +44.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Robe of Force (12 def, 8 armour) Robe of Force (12 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+3 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+5 eff.) Mindpower: +8 (+2 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 56.47 to 70.59 physical damage (based on Willpower and Cunning) with knockback, costing 9 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Inventory
heroism infusion (+7 for 12 turns, die at -373) heroism infusion (+7 for 12 turns, die at -373)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 7 for 12 turns. While Heroism is active, you will only die when reaching -373 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 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... |
Yvarin the steel amulet Yvarin the steel amuletInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Physical crit. chance: +1.0% Fatigue: -5% Changes stats: +2 Str / +4 Dex / +2 Wil Changes resistances: +6% lightning / +3% darkness / +6% nature / +5% arcane Maximum encumbrance: +30 Spell save: +10 (+3 eff.) Mental save: +6 (+2 eff.) Confusion immunity: +15% Life regen: +1.30 Only die when reaching: -20.00 life Mindpower: +7 (+2 eff.) Amulets can have magical properties. |
Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
warrior's copper ring warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings can have magical properties. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
stealthy pair of hardened leather boots of uncanny dodging (4 def, 3 armour) stealthy pair of hardened leather boots of uncanny dodging (4 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +3% Changes stats: +5 Lck / +4 Dex Stealth bonus: +8 A pair of boots made of leather. |
rejuvenating hardened leather armour of stability (3 def, 6 armour) rejuvenating hardened leather armour of stability (3 def, 6 armour)Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+0 eff.) Fatigue: +8% Changes resistances: +7% physical Physical save: +12 (+6 eff.) Life regen: +2.40 Stamina each turn: +0.70 A suit of armour made of leather. |
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. |
147 alchemist agate 147 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. |
4 onyx 4 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli 4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal 2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 38 turns) iron pickaxe of endurance (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (113 power, based on Willpower), costing 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
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. |
4 garnet 4 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2) Rod of Recall (2/2)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, costing 174 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 quartz 4 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% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 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. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon 3 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 Hibily the Halfling Rogue level 18
1st Dusk 122nd year of Ascendancy at 14:36 see stats
By Hibily the Halfling Rogue level 32
1st Regrowth 123rd year of Ascendancy at 14:21 see stats
By Hibily the Halfling Rogue level 20
39th Dusk 122nd year of Ascendancy at 00:59 see stats
By Hibily the Halfling Rogue level 10
5th Mirth 122nd year of Ascendancy at 10:17 see stats
By Hibily the Halfling Rogue level 20
19th Dusk 122nd year of Ascendancy at 08:04 see stats
By Hibily the Halfling Rogue level 30
19th Haze 122nd year of Ascendancy at 04:32 see stats
By Hibily the Halfling Rogue level 40
47th Pyre 123rd year of Ascendancy at 22:47 see stats
By Hibily the Halfling Rogue level 9
79th Pyre 122nd year of Ascendancy at 15:08 see stats
By Hibily the Halfling Rogue level 39
38th Pyre 123rd year of Ascendancy at 14:57 see stats
By Hibily the Halfling Rogue level 39
53rd Regrowth 123rd year of Ascendancy at 11:38 see stats
Log
Hibily is invigorated by the attack!
Ce'Namina the ghoul shrugs off the critical damage!
Ce'Namina the ghoul resists the mind attack!
Hibily is covered in acid!
Hibily's mind surges with critical power!
Hibily is invigorated by the attack!
Hibily resists the mind attack!
Hibily's mind surges with critical power!
Hibily is invigorated by the attack!
Hibily is lost in despair!
Hibily's mind surges with critical power!
Hibily is invigorated by the attack!
Ce'Namina the ghoul is no longer poisoned.
Ce'Namina the ghoul converts damage to paradox!
Ce'Namina the ghoul hits Hibily for (29 antimagic), 374 darkness, (4 antimagic), 0 acid, 34 mind, (29 antimagic), 5 darkness, (29 antimagic), 45 darkness, 3 mind, (6 antimagic), 0 cold, 40 mind, (29 antimagic), 11 darkness (516 total damage).
Hibily hits Ce'Namina the ghoul for (0 converted), 0 fire, (0 converted), 0 mind, (0 converted), 1 fire, (0 converted), 1 mind (4 total damage).
Bleeding from Hibily hits Ce'Namina the ghoul for 0 physical damage.
Hibily is confused and fails to use Heave.
Hibily's mind surges with critical power!
Hibily is invigorated by the attack!
Talent Aura of Silence is ready to use.
Acid Splash from Ce'Namina the ghoul hits Hibily for (5 antimagic), 0 acid (0 total damage).
Hibily evades Ce'Namina the ghoul.
Hibily's mind surges with critical power!
Hibily is invigorated by the attack!
Hibily resists the mind attack!
Hibily's mind surges with critical power!
Hibily is invigorated by the attack!
Saving game...