Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.0 |
Addons | Items Vault 1.3.0Donators/Buyers bonus! ZOmnibus Addon Pack 1.3.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Higher |
Class | Reaver |
Level / Exp | 18 / 6% |
Size | medium |
Lifes / Deaths | Killed by Adygalaith the slumbering giant white rat at level 8 on the 2nd Summertide 122nd year of Ascendancy at 08:49 0 / 6Killed by Porolaith the thief at level 13 on the 66th Dusk 122nd year of Ascendancy at 02:39 Killed by Porolaith the thief at level 13 on the 66th Dusk 122nd year of Ascendancy at 04:10 Killed by Layuvea the thief at level 16 on the 28th Haze 122nd year of Ascendancy at 06:45 Killed by Slamrci the halfling at level 17 on the 39th Haze 122nd year of Ascendancy at 16:57 Killed by Isluldamina the skeleton mage at level 18 on the 10th Decay 122nd year of Ascendancy at 20:29 |
Primary Stats
Strength | 45 (base 35) |
Dexterity | 29 (base 13) |
Constitution | 20 (base 17) |
Magic | 39 (base 34) |
Willpower | 23 (base 14) |
Cunning | 27 (base 10) |
Resources
Life | -6/458 |
Vim | 64/132 |
Healing Factor | 1.49 |
Regeneration | 69.3446 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 3 |
Infravision | 5 |
Offense: Mainhand
Damage | 93 |
Accuracy | 48 |
Crit Chance | 20% |
APR | 6 |
Speed | 1.00 |
Offense: Offhand
Damage | 60 |
Accuracy | 48 |
Crit Chance | 22% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 34.5 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 23.45 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 32.73 (63.103448275862%) |
Defense | 22.025 |
Ranged Defense | 22.025 |
Fatigue | 13 |
Physical Save | 31.4 |
Spell Save | 23.875 |
Mental Save | 25.775 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Blind Resistance | 10% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 create a protective shield absorbing and reflecting at most 295 damage for 5 turns. The effect will scale with your magic stat. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 58 with a minimum range of 15. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 202 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
Corruption / Scourge | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Corruption / Reaving combat | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Corruption / Vim | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Sanguisuge | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Bone | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Corruption / Plague | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Corruption / Hexes | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Torment | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Effects
talent | Ruin |
talent | Overkill |
talent | Willful Tormenter |
talent | Bone Shield |
detrimental effect | The target has recently taken distortion damage, is vulnerable to distortion effects, and has its physical resistance decreased by 5%. Distortion |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
detrimental effect | The target is on fire, taking 28.00 fire damage per turn. Burning |
beneficial effect | A flow of life spins around the target, regenerating 40.44 life per turn. Regeneration |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | 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 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 failed to protect the injured seer from death by rogue. Escort: injured seer (level 1 of Ruins of Kor'Pul) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Strength by +2. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved Dexterity by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 25. | active |
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. | 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 wretchling eyeball. * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed length of troll intestine. * You've found the needed giant spider spinneret. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed bloated horror heart. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed electric eel tail. * You've found the needed pouch of faeros ash. | 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 |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | restorative pair of hardened leather boots of evasion (13 def, 3 armour) restorative pair of hardened leather boots of evasion (13 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +13 (+6 eff.) Fatigue: +3% Life regen: +2.60 Healing mod.: +11% It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.2 Power cost: 30 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 23% chance to completely evade them and granting you 11 defense for 7 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. Press to compare |
Light source | Unraladig the Nimbuswill Unraladig the NimbuswillInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 8 light Changes resistances: +3% lightning Changes resistances penetration: +5% lightning Physical save: +5 (+2 eff.) Light radius: +3 Healing mod.: +18% A normal brass lantern, enhanced by alchemy to make it brighter. Press to compare |
On head | insulating iron helm of strength (+3) (0 def, 3 armour) insulating iron helm of strength (+3) (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Str Changes resistances: +6% cold / +7% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
On hands | Windwrecker (0 def, 3 armour) Windwrecker (0 def, 3 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Effects on melee hit: * Slows global speed by 30% Damage (Melee): 11 mind Changes stats: +4 Mag Changes resistances: +9% mind Changes damage: +7% arcane / +18% mind Life regen: +2.70 Stamina each turn: +1.20 Maximum stamina: +10.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
Tool | dwarven-steel torque of thermal psionic shield 'Cindertrial' [power 41] (2/13 cooldown) dwarven-steel torque of thermal psionic shield 'Cindertrial' [power 41] (2/13 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 40% chance to corrode armour Damage when hit (Melee): 8 acid / 4 fire Changes resistances: +3% acid It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 41 for 7 turns, putting all charms on cooldown for 13 turns. Torques are made by powerful psionics to store psionic powers. Press to compare |
On fingers | Glowcast GlowcastCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Effects on melee hit: * 30% chance to corrode armour Changes stats: +5 Cun / +5 Dex Changes resistances: +6% light Changes resistances penetration: +5% light Rings can have magical properties. Press to compare |
On fingers | Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+4 eff.) Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. Press to compare |
Around neck | wanderer's steel amulet wanderer's steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +4 Dex / +4 Cun / +3 Con Life regen: +0.40 Stamina each turn: +0.50 Movement speed: +10% Amulets can have magical properties. Press to compare |
In main hand | Giliroddadenik the Splendourglory (51.5-72.1 power, 6 apr) Giliroddadenik the Splendourglory (51.5-72.1 power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 51.5 - 72.1 Uses stat: 100% Str Damage type: Light Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +3% light Mana each turn: +0.04 Mana when firing critical spell: +2.00 Maximum mana: +80.00 Sharp, long, and deadly. This item has been sent to the Item's Vault. Press to compare |
Around waist | rough leather belt of burglary rough leather belt of burglaryCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Dex / +4 Cun / +6 Lck Trap disarming bonus: +7 Stealth bonus: +6 Infravision radius: +4 A belt that goes around your waist. Press to compare |
In off hand | Earegar (49-68.6 power, 6 apr) Earegar (49-68.6 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 49.0 - 68.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +24 insidious poison / +4 arcane When wielded/worn: Physical crit. chance: +8.0% Spellpower on spell critical (stacks up to 3 times): +4 Maximum vim: +10.00 Spellpower: +4 (+2 eff.) Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% One-handed war axes. Press to compare |
Cloak | Wrap of Stone (0 def, 10 armour) Wrap of Stone (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.10 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+3 eff.) It can be used to activate talent Stone Wall (costing 60 power out of 60/60) : Effective talent level: 1.2 Power cost: 60 out of 60/60. Range: 7 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 5 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 81.87 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. Press to compare |
Main armor | enlightening steel mail armour of implacability (2 def, 11 armour) enlightening steel mail armour of implacability (2 def, 11 armour)Requires: - Strength 20 - Talent Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +11 Defense: +2 (+1 eff.) Fatigue: +10% Changes stats: +4 Cun / +4 Wil Physical save: +6 (+3 eff.) Mental save: +13 (+6 eff.) A suit of armour made of mail. Press to compare |
Inventory
healing infusion of the wizard (heal 119) healing infusion of the wizard (heal 119)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 119 and cleanse 1 wound and poison effect. Its effects scale with your Magic 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 ability. |
starlit copper amulet of willpower (+2) starlit copper amulet of willpower (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +11% light / +11% darkness Blindness immunity: +20% Amulets can have magical properties. Press to compare |
grounding steel amulet grounding steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% lightning Stun/Freeze immunity: +20% Amulets can have magical properties. Press to compare |
restful steel amulet of healing restful steel amulet of healingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Cut immunity: +50% Life regen: +1.50 Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 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 135 life. The life healed will increase with your Mindpower. Amulets can have magical properties. Press to compare |
stabilizing steel amulet of dexterity (+2) stabilizing steel amulet of dexterity (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Dex Changes resistances: +13% temporal Pinning immunity: +22% Knockback immunity: +24% Amulets can have magical properties. Press to compare |
sneakthief's copper ring sneakthief's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +5 Cun / +5 Dex Rings can have magical properties. Press to compare |
wizard's copper ring wizard's copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+3 eff.) Rings can have magical properties. Press to compare |
Elenarak the Scorpionblood (31-43.4 power, 5 apr) Elenarak the Scorpionblood (31-43.4 power, 5 apr)Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 31.0 - 43.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% On weapon hit: * Slows global speed by 20% Damage (Melee): +10 mind When wielded/worn: Changes resistances: +6% nature Changes resistances penetration: +10% arcane It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. One-handed war axes. Press to compare |
prismatic steel mail armour of lightning resistance (2 def, 6 armour) prismatic steel mail armour of lightning resistance (2 def, 6 armour)Requires: - Strength 20 - Talent Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Changes resistances: +17% lightning / +11% light / +11% darkness A suit of armour made of mail. Press to compare |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. Press to compare |
Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 34% (based on Cunning), costing 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. Press to compare |
Goronarigar the pair of hardened leather boots (0 def, 3 armour) Goronarigar the pair of hardened leather boots (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +4 Armour: +3 Fatigue: +3% Changes stats: +3 Str / +3 Con Grants telepathy: Dragon Reduces incoming crit damage: 5.00% Stamina each turn: +0.40 It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage. If the attack hits, the target is dazed for 3 turns. You must rush from at least 2 tiles away. A pair of boots made of leather. Press to compare |
alchemist's iron gauntlets (0 def, 1 armour) alchemist's iron gauntlets (0 def, 1 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 4 acid / 4 fire / 4 lightning / 3 cold Changes stats: +2 Wil / +3 Mag Metal gloves protecting the hands up to the middle of the lower arm. Press to compare |
This item will automatically be transmogrified when you leave the level. dwarven-steel gauntlets 'Thunderwild' (0 def, 2 armour)dwarven-steel gauntlets 'Thunderwild' (0 def, 2 armour) Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 6 blight Changes resistances: +6% blight Changes damage: +6% blight Metal gloves protecting the hands up to the middle of the lower arm. Press to compare |
Emedhessra the Lavawish (0 def, 4 armour) Emedhessra the Lavawish (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +4 Dex / +2 Cun / +1 Wil Changes resistances: +3% fire Mental save: +3 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
Delekalthosus the Satyrrot (dig speed 36 turns) Delekalthosus the Satyrrot (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str Changes resistances: +6% nature Changes resistances penetration: +10% acid Changes damage: +3% nature / +3% acid When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Press to compare |
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. |
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. |
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, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
By Dahel the Higher Reaver level 12
41st Dusk 122nd year of Ascendancy at 08:56 see stats
By Dahel the Higher Reaver level 16
13rd Haze 122nd year of Ascendancy at 08:43 see stats
By Dahel the Higher Reaver level 10
3rd Summertide 122nd year of Ascendancy at 16:46 see stats
By Dahel the Higher Reaver level 17
43rd Haze 122nd year of Ascendancy at 16:06 see stats
By Dahel the Higher Reaver level 6
77th Pyre 122nd year of Ascendancy at 00:55 see stats
By Dahel the Higher Reaver level 11
30th Dusk 122nd year of Ascendancy at 23:17 see stats
By Dahel the Higher Reaver level 12
54th Dusk 122nd year of Ascendancy at 00:04 see stats
By Dahel the Higher Reaver level 11
30th Dusk 122nd year of Ascendancy at 16:20 see stats
Log
The shield around Dahel crumbles.
Dahel killed Adymina the skeleton archer!
Restless Night from Adymina the skeleton archer hits Dahel for (7 absorbed), 0 mind (0 total damage).
Isluldamina the skeleton mage uses Mind Sear.
Isluldamina the skeleton mage hits Dahel for 145 mind damage.
Dahel picks up (n.): dwarven-steel gauntlets 'Thunderwild' (0 def, 2 armour).
Restless Night from Adymina the skeleton archer hits Dahel for 13 mind damage.
Isluldamina the skeleton mage casts Manathrust.
Isluldamina the skeleton mage's spell attains critical power!
Isluldamina the skeleton mage hits Dahel for 132 arcane damage.
Dahel uses Infusion: Regeneration.
Dahel starts regenerating health quickly.
Isluldamina the skeleton mage uses Distortion Bolt.
Dahel has recovered from poor sleep.
Isluldamina the skeleton mage's Distortion Bolt hits Dahel for 68 physical damage.
Dahel casts Bone Grab.
Dahel wears (replacing Goronarigar the pair of hardened leather boots (0 def, 3 armour)): restorative pair of hardened leather boots of evasion (13 def, 3 armour).
Isluldamina the skeleton mage casts Flame.
Isluldamina the skeleton mage's spell attains critical power!
Dahel is on fire!
Isluldamina the skeleton mage's Flame hits Dahel for 79 fire damage.
Burning from Isluldamina the skeleton mage hits Dahel for 26 fire damage.
Dahel is no longer surging arcane power.
Burning from Isluldamina the skeleton mage hits Dahel for 26 fire damage.
Isluldamina the skeleton mage uses Mind Sear.
Saving game...