Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Ashes of Urh'Rok 1.6.7Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.7Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.6.6Donators/Buyers bonus! Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Thalore |
Class | Mindslayer |
Level / Exp | 10 / 61% |
Size | medium |
Lifes / Deaths | Killed by Bethotira the copperhead snake at level 10 on the 6th Flare 122nd year of Ascendancy at 04:56 / 1 |
Primary Stats
Strength | 18 (base 11) |
Dexterity | 16 (base 10) |
Constitution | 16 (base 10) |
Magic | 10 (base 10) |
Willpower | 41 (base 24) |
Cunning | 38 (base 34) |
Resources
Life | -6/385 |
Psi | 69/101 |
Healing Factor | 1.1583870967742 |
Regeneration | 0.28959677419355 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -27.2163534901% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Offense: Mainhand
Damage | 12 |
Accuracy | 25 |
Crit Chance | 11% |
APR | 17 |
Speed | 1.00 |
Offense: Offhand
Damage | 12 |
Accuracy | 25 |
Crit Chance | 11% |
APR | 17 |
Speed | 1.00 |
Offense: Spell
Spellpower | 3.3333333333333 |
Crit Chance | 11% |
Speed | 1 |
Offense: Mind
Mindpower | 37 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +9% |
Darkness | +2% |
Blight | +11% |
Arcane | +3% |
Mind | +2% |
Nature | +14% |
Offense: Damage Penetration
Nature | +5% |
Lightning | +5% |
Defense: Base
Armour (hardiness) | 16 (30%) |
Defense | 9 |
Ranged Defense | 9 |
Fatigue | 9 |
Physical Save | 16 |
Spell Save | 20 |
Mental Save | 30 |
Defense: Resistances
Nature | + 11%( 70%) |
Fire | + 6%( 70%) |
Blight | + 25%( 70%) |
Arcane | + 5%( 70%) |
Cold | + 6%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Silence Resistance | 45% |
Confusion Resistance | 42% |
Stun Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 0% |
Inscriptions (3/4)
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 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Psionic / Absorption | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Psionic / Augmented striking | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Voracity | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Focus | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Projection | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Psi-fighting | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Psionic / Augmented mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Beyond the Flesh |
talent | Skate |
talent | Charged Shield |
talent | Kinetic Shield |
detrimental effect | The target is poisoned, taking 49.34 nature damage per turn. Deadly Poison |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
detrimental effect | The target is poisoned, taking 49.95 nature damage per turn. Poison |
detrimental effect | The target is stunned, reducing damage by 50%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents cooldown twice as slow. Stunned |
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 |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Willpower by +5. | 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. | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You must explore the Heart of the Gloom. | 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: * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' | 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 |
Equipment
Psionic focus | Bill's Tree Trunk (30-51 power, 7 apr) Bill's Tree Trunk (30-51 power, 7 apr)Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 Base power: 30.0 - 51.0 Uses stat: 78% Wil Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: It can be used to activate talent Shattering Blow (costing 20 power out of 20/20) : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 60% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
Light source | survivor's brass lantern of health survivor's brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +5 (+4 eff.) Maximum life: +44.00 Light radius: +3 Healing mod.: +11% 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 | Balorekan the Kindlekin (0 def, 3 armour) Balorekan the Kindlekin (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 2 fire Changes stats: +3 Dex / +4 Wil / +2 Cun Changes resistances: +6% fire Mental save: +3 (+2 eff.) Maximum hate: +2.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On feet | Tudochak the pair of rough leather boots (0 def, 1 armour) Tudochak the pair of rough leather boots (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Damage when hit (Melee): 2 mind Changes stats: +2 Wil / +3 Con Changes damage: +3% arcane Silence immunity: +25% Confusion immunity: +22% Stun/Freeze immunity: +20% Spell crit. chance: +2% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A pair of boots made of leather. |
Tool | iron pickaxe 'Strikebrace' (dig speed 29 turns) iron pickaxe 'Strikebrace' (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +2 Changes stats: +3 Str Changes resistances: +3% blight / +6% cold / +5% arcane Changes resistances penetration: +5% lightning Silence immunity: +20% When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 4.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
On fingers | copper ring of clarity copper ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Mental save: +5 (+3 eff.) Confusion immunity: +20% Rings can have magical properties. |
On fingers | psionicist's copper ring of blight (+11%) psionicist's copper ring of blight (+11%)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +11% blight Changes damage: +11% blight Mental save: +6 (+3 eff.) Rings can have magical properties. |
Around waist | Adowen the Bogwalker Adowen the BogwalkerInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +10 (+5 eff.) Armour: +2 Changes stats: +1 Str / +1 Con Changes damage: +9% nature Maximum life: +35.00 A belt that goes around your waist. |
In main hand | Strikerigor (2.5-2.75 power, 12 apr, mind damage) Strikerigor (2.5-2.75 power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 10% chance to gain 10% of a turn (3/turn limit) When wielded/worn: Damage when hit (Melee): 2 temporal Changes stats: +2 Mag Changes damage: +9% lightning Talent granted: +1 Attune Mindstar Mindpower: +5 (+2 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
On hands | Spellhunt Remnants (1 def, 2 armour) Spellhunt Remnants (1 def, 2 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Changes stats: +2 Cun / +2 Wil Changes resistances penetration: +5% nature Changes damage: +5% nature Spell save: +4 (+2 eff.) Maximum life: +20.00 Mindpower: +4 (+2 eff.) Mental crit. chance: +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. It can be used to destroy an arcane item (of a higher tier than the gauntlets) Activation costs 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
In off hand | horrifying mossy mindstar (2-2.2 power, 12 apr, nature damage) horrifying mossy mindstar (2-2.2 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.0 - 2.2 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage (Melee): 3 mind / 3 darkness Changes damage: +2% mind / +2% darkness Talent granted: +1 Attune Mindstar Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | resilient linen cloak of Iron Throne (1 def, 0 armour) resilient linen cloak of Iron Throne (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Str / +1 Con Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | cleansing rough leather armour of resilience (3 def, 2 armour) cleansing rough leather armour of resilience (3 def, 2 armour)Requires: - Strength 10 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+3 eff.) Fatigue: +6% Changes resistances: +11% nature / +11% blight Maximum life: +20.00 A suit of armour made of leather. |
Inventory
This item will automatically be transmogrified when you leave the level. blink rune of the warrior (range 4; phase 13; cd 11)blink rune of the warrior (range 4; phase 13; cd 11) 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: 4 Cooldown: 11 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 13%, your defense is increased by 13 and all your resistances by 13%. 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. |
This item will automatically be transmogrified when you leave the level. iron dagger 'Leledur' (10-13 power, 5 apr)iron dagger 'Leledur' (10-13 power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 27% Wil, 27% Cun Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 10% chance to reduce all saves and defense by 24 On weapon crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 When wielded/worn: Armour penetration: +4 Physical crit. chance: +2.0% Changes stats: +1 Dex Changes damage: +3% physical Only die when reaching: -60.00 life Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. iron longsword (12.5-17.5 power, 2 apr)iron longsword (12.5-17.5 power, 2 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 12.5 - 17.5 Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
Skullcleaver (20-28 power, 4 apr) Skullcleaver (20-28 power, 4 apr)Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 20.0 - 28.0 Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
This item will automatically be transmogrified when you leave the level. Gloompanic the rough leather beltGloompanic the rough leather belt Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 20% Damage when hit (Melee): 2 darkness Changes resistances: +6% nature / +9% darkness Changes damage: +6% nature Maximum life: +33.00 A belt that goes around your waist. |
Salanor SalanorInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +1 Wil Changes resistances: +8% lightning / +6% temporal / +5% arcane / +9% acid A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. Polovena the Swamplash (0 def, 1 armour)Polovena the Swamplash (0 def, 1 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +6% blight Changes resistances penetration: +5% nature Knockback immunity: +10% Teleport immunity: +20% Spellpower: +4 (+1 eff.) A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. Poxsquall (0 def, 1 armour)Poxsquall (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -5% Changes resistances: +6% nature Changes resistances penetration: +15% nature Changes damage: +6% lightning / +3% cold / +3% nature Maximum encumbrance: +22 Physical save: +6 (+5 eff.) A pair of boots made of leather. |
Samysastir the pair of iron boots (3 def, 5 armour) Samysastir the pair of iron boots (3 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Defense: +3 (+3 eff.) Fatigue: +2% Changes stats: +4 Mag Changes resistances: +3% blight / +5% arcane Reduces incoming crit damage: 10.00% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 25% chance to evade melee and ranged attacks and 12 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. miner's pair of rough leather boots of tirelessness (0 def, 2 armour)miner's pair of rough leather boots of tirelessness (0 def, 2 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +2 Stamina each turn: +0.30 Maximum stamina: +14.00 Infravision radius: +1 A pair of boots made of leather. |
pair of iron boots 'Bethoradhera' (0 def, 3 armour) pair of iron boots 'Bethoradhera' (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: -3% Changes resistances: +3% lightning Maximum encumbrance: +20 Physical save: +6 (+5 eff.) Cut immunity: +10% Silence immunity: +10% Life regen: +4.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Ivetira' (5 def, 1 armour) pair of rough leather boots 'Ivetira' (5 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +10 (+5 eff.) Physical crit. chance: +1.0% Physical power: +20 (+11 eff.) Armour: +1 Defense: +5 (+5 eff.) Changes stats: +2 Str / +3 Con Changes resistances penetration: +5% acid It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
rough leather gloves of strength (+2) (0 def, 1 armour) rough leather gloves of strength (+2) (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+4 eff.) Armour: +1 Changes stats: +2 Str Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
sand rough leather gloves of strength (+3) (0 def, 7 armour) sand rough leather gloves of strength (+3) (0 def, 7 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+4 eff.) Armour: +7 Damage (Melee): 6 physical Changes stats: +3 Str Changes damage: +3% physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cuthuregodin the iron helm (0 def, 3 armour) Cuthuregodin the iron helm (0 def, 3 armour)Requires: - Heavy armour training Infused by arcane disrupting forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 2 physical Changes stats: +1 Str Changes resistances: +5% nature / +5% blight Poison immunity: +10% Knockback immunity: +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Lavawing' (0 def, 3 armour) iron helm 'Lavawing' (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Dex Changes resistances: +6% lightning / +5% temporal Changes resistances penetration: +5% fire Changes damage: +6% fire Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. rough leather cap (0 def, 1 armour)rough leather cap (0 def, 1 armour) 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% A cap made of leather. |
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. |
This item will automatically be transmogrified when you leave the level. Xoth the iron pickaxe (dig speed 31 turns)Xoth the iron pickaxe (dig speed 31 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +9% acid / +3% temporal Critical mult.: +5.00% Psi when hit: +0.04 Mindpower: +15 (+6 eff.) Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 spinel 6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+2 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. |
This item will automatically be transmogrified when you leave the level. brass lantern 'Malehir'brass lantern 'Malehir' Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +2 Defense: +5 (+5 eff.) Damage when hit (Melee): 8 mind Changes resistances: +9% acid / +3% darkness Mental save: +6 (+3 eff.) Stun/Freeze immunity: +10% Light radius: +3 See stealth: +6 See invisible: +8 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. |
scorching brass lantern of clarity scorching brass lantern of clarityPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 12 fire Changes resistances: +6% fire Mental save: +6 (+3 eff.) Light radius: +3 See stealth: +5 See invisible: +9 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. |
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 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
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. |
3 citrine 3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon 2 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 Alndi the Thalore Mindslayer level 10
4th Flare 122nd year of Ascendancy at 13:34 see stats
By Alndi the Thalore Mindslayer level 9
4th Mirth 122nd year of Ascendancy at 23:21 see stats
Log
Rogue uses Infusion: Healing.
Rogue receives 80 healing from Infusion: Healing.
Bethotira the copperhead snake breathes lightning!
Alndi shrugs off the effect 'Stunned'!
Bethotira the copperhead snake hits Alndi for (13 to psi shield), 20 physical, (2 to psi shield), 2 lightning, (29 to psi shield), 44 lightning (66 total damage).
Melee retaliation hits Bethotira the copperhead snake for (1 flat reduction), 0 temporal, (1 flat reduction), 0 mind, (1 flat reduction), 0 fire (0 total damage).
Alndi misses Bethotira the copperhead snake.
Alndi misses Bethotira the copperhead snake.
Xanyda the rogue sapper shoves Something aside.
The flow of energy from Alndi's gem ceases.
Alndi is no longer glinting.
Talent Telekinetic Grasp is ready to use.
Talent Attune Mindstar is ready to use.
Talent Mindhook is ready to use.
Alndi HEALS from nature damage!
Deadly Poison from Bethotira the copperhead snake hits Alndi for (9 to psi shield), 14 nature, 7 healing (14 total damage) [7 healing].
Poison from Bethotira the copperhead snake hits Alndi for (9 to psi shield), 14 nature, 8 healing (14 total damage) [8 healing].
Alndi's Beyond the Flesh hits Bethotira the copperhead snake for (7 flat reduction), 2 physical, (1 flat reduction), 0 mind, (1 flat reduction), 0 darkness (2 total damage).
Layetha the large white snake shoves Something aside.
Bethotira the copperhead snake hits Alndi for (15 to psi shield), 23 physical (23 total damage).
Melee retaliation hits Bethotira the copperhead snake for (1 flat reduction), 0 temporal, (1 flat reduction), 0 mind, (1 flat reduction), 0 fire (0 total damage).
Alndi the level 10 thalore mindslayer was mutilated to death by Bethotira the copperhead snake on level 3 of Ruins of Kor'Pul.
Alndi deactivates Charged Shield.
Alndi deactivates Kinetic Shield.
Alndi deactivates Beyond the Flesh.
Alndi stops being poisoned.
Alndi deactivates Skate.
Alndi is no longer poisoned.
Alndi is not stunned anymore.