Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Ashes of Urh'Rok 1.2.4Official Expansion!Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Steamtech UI 1.1.4 Items Vault 1.3.0Donators/Buyers bonus! Enhanced Object Compare 1.3.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Cursed |
| Level / Exp | 11 / 99% |
| Size | medium |
| Lifes / Deaths | Killed by Poreramina the vampire at level 11 on the 4th Dusk 122nd year of Ascendancy at 05:46 / 1 |
Primary Stats
| Strength | 38 (base 33) |
| Dexterity | 10 (base 10) |
| Constitution | 6 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 28 (base 29) |
| Cunning | 10 (base 10) |
Resources
| Life | -3/288 |
| Hate | 40/100 |
| Healing Factor | 0.67891209348787 |
| Regeneration | 8.3166731452265 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Mainhand
| Damage | 47 |
| Accuracy | 28 |
| Crit Chance | 6% |
| APR | 2 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21.8 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| All | +10% |
Defense: Base
| Armour (hardiness) | 40.56 (88.454810495627%) |
| Defense | 18 |
| Ranged Defense | 22 |
| Fatigue | 11 |
| Physical Save | 29.1375 |
| Spell Save | 14.175 |
| Mental Save | 20.0875 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Disarm Resistance | 23% |
| Confusion Resistance | 11% |
| Fear Resistance | 15% |
| Stun Resistance | 25% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 55% |
Inscriptions (2/3)
| 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Class Talents
| Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Rampage | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 4/5 |
| 2/5 |
| 4/5 |
| 0/5 |
Effects
| talent | Stalk |
| talent | Gloom |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 1.0)Penalty : Fractured Sanity: -3% Mind Resistance, -4% Confusion Immunity Power 1+: Unleashed: +3% critical damage, +4% off-hand weapon damage Power 2+: -1 Luck, +3 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 18.7% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| beneficial effect | A flow of life spins around the target, regenerating 12.00 life per turn. Regeneration |
| beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 10%. Cursed Form |
| detrimental effect | The target is infected by a disease, reducing its constitution by 4 and doing 18.33 blight damage per turn. Rotting Disease |
Quests
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 Willpower by +1. | done |
You failed to protect the lost sun paladin from death by giant spider. Escort: lost sun paladin (level 1 of Old Forest) | 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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 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
| On feet | [vs. traveler's pair of iron boots of tirelessness (0 def, 3 armour) (On feet)] traveler's pair of iron boots of tirelessness (0 def, 3 armour)traveler's pair of iron boots of tirelessness (0 def, 3 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: -2% (-) Maximum encumbrance: +23 (-) Physical save: +6 (+3 eff.) (-) Stamina each turn: +0.40 (-) Maximum stamina: +10.00 (-) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | [vs. brass lantern of health (Light source)] brass lantern of healthbrass lantern of health Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +42.00 (-) 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. |
| On head | [vs. stabilizing iron helm of strength (+3) (0 def, 3 armour) (On head)] stabilizing iron helm of strength (+3) (0 def, 3 armour)stabilizing 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 Physical save: +11 (+6 eff.) (-) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | [vs. steady iron gauntlets (0 def, 1 armour) (On hands)] steady iron gauntlets (0 def, 1 armour)steady iron gauntlets (0 def, 1 armour) Requires: - Talent Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) (-) Armour: +1 (-) Physical save: +5 (+2 eff.) (-) Mental save: +6 (+6 eff.) (-) Disarm immunity: +23% (-) Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | [vs. Prox's Lucky Halfling Foot (Tool)] Prox's Lucky Halfling FootProx's Lucky Halfling Foot Powered by arcane forces 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. |
| On fingers | [vs. warrior's copper ring (On fingers, 1 of 2)] warrior's copper ringwarrior's copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 (-) Changes stats: +2(-) Str Rings can have magical properties. Tap to cycle through comparison choices |
| On fingers | [vs. warrior's copper ring (On fingers, 1 of 2)] copper ring of darkness (+20%)copper ring of darkness (+20%) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +0 (-4) Changes stats: +0(-2) Str Changes resistances: +20% darkness Changes damage: +10% darkness Rings can have magical properties. Tap to cycle through comparison choices |
| Around neck | [vs. Feathersteel Amulet (Around neck)] Feathersteel AmuletFeathersteel Amulet Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% (-) Maximum encumbrance: +20 (-) Movement speed: +20% (-) Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
| In main hand | [vs. Jetknave (Madness) (10.5-14.7 power, 2 apr) (In main hand)] Jetknave (Madness) (10.5-14.7 power, 2 apr)Jetknave (Madness) (10.5-14.7 power, 2 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 10.5 - 14.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 (-) Physical crit. chance: +3.5% (-) Attack speed: 100% (-) On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +6(-) lightning / +8(-) darkness When wielded/worn: Damage when hit (Melee): 4(-) acid Changes damage: +6%(-) acid Curse of Madness One-handed war axes. |
| Around waist | [vs. Mighty Girdle (Around waist)] Mighty GirdleMighty Girdle Crafted 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. |
| In off hand | [vs. steel shield (6 def, 2 armour, 41.5 block) (In off hand)] steel shield (6 def, 2 armour, 41.5 block)steel shield (6 def, 2 armour, 41.5 block) Requires: - Strength 16 - Talent Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 (-) Defense: +6 (+6 eff.) (-) Ranged Defense: +6 (+4 eff.) (-) Fatigue: +8% (-) Talents granted: +2.00(-) Block Handheld deflection devices. |
| Cloak | [vs. linen cloak of battle (1 def, 0 armour) (Cloak)] linen cloak of battle (1 def, 0 armour)linen cloak of battle (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +1.0% (-) Physical power: +1 (+0 eff.) (-) Defense: +1 (+1 eff.) (-) Fatigue: -2% (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | [vs. Nerolle (4 def, 9 armour) (Main armor)] Nerolle (4 def, 9 armour)Nerolle (4 def, 9 armour) Requires: - Strength 28 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 (-) Defense: +4 (+4 eff.) (-) Fatigue: +22% (-) Damage when hit (Melee): 11(-) physical Changes resistances: +15%(-) acid / +16%(-) cold / +3%(-) temporal Changes resistances penetration: +10%(-) blight Changes damage: +6%(-) blight Stun/Freeze immunity: +10% (-) A suit of armour made of metal plates. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and poison effect. 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. |
[vs. Feathersteel Amulet (Around neck)] stabilizing steel amulet of cunning (+3)This item will automatically be transmogrified when you leave the level. stabilizing steel amulet of cunning (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: +0% (+20%) Changes stats: +3 Cun Changes resistances: +13% temporal Maximum encumbrance: +0 (-20) Pinning immunity: +22% Knockback immunity: +22% Movement speed: +0% (-20%) Amulets can have magical properties. |
[vs. Feathersteel Amulet (Around neck)] warrior's copper amuletwarrior's copper amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: +0% (+20%) Changes resistances: +6% physical Maximum encumbrance: +0 (-20) Stamina each turn: +0.30 Movement speed: +0% (-20%) Amulets can have magical properties. |
[vs. Jetknave (Madness) (10.5-14.7 power, 2 apr) (In main hand)] iron battleaxe (Misfortune) (16-24 power, 1 apr)iron battleaxe (Misfortune) (16-24 power, 1 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 16.0 - 24.0(+5.5 - +9.3) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 (-1) Physical crit. chance: +4.5% (+1.0%) Attack speed: 100% (-) On weapon hit: - 25% chance for lightning to arc to a second target Damage (Melee): +0(-6) lightning / +0(-8) darkness When wielded/worn: Damage when hit (Melee): 0(-4) acid Changes damage: +0%(-6%) acid Curse of Misfortune Massive two-handed battleaxes. |
[vs. Jetknave (Madness) (10.5-14.7 power, 2 apr) (In main hand)] elm longbow (Nightmares)This item will automatically be transmogrified when you leave the level. elm longbow (Nightmares) Requires: - Dexterity 11 - Talent Shoot 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-3.5%) Attack speed: 125% (+25%) Firing range: +6 On weapon hit: - 25% chance for lightning to arc to a second target Damage (Melee): +0(-6) lightning / +0(-8) darkness When wielded/worn: Damage when hit (Melee): 0(-4) acid Changes damage: +0%(-6%) acid Curse of Nightmares Longbows are used to shoot arrows at your foes. |
[vs. Jetknave (Madness) (10.5-14.7 power, 2 apr) (In main hand)] balanced iron longsword of daylight (Corpses) (11-15.4 power, 2 apr)balanced iron longsword of daylight (Corpses) (11-15.4 power, 2 apr) Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.0 - 15.4(+0.5 - +0.7) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 (-) Physical crit. chance: +2.5% (-1.0%) Attack speed: 100% (-) On weapon hit: - 25% chance for lightning to arc to a second target Damage (Melee): +0(-6) lightning / +5 light / +0(-8) darkness Damage against: +5% Undead When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +5 (+4 eff.) Damage when hit (Melee): 0(-4) acid Changes damage: +0%(-6%) acid Disarm immunity: +20% Curse of Corpses Sharp, long, and deadly. |
[vs. Jetknave (Madness) (10.5-14.7 power, 2 apr) (In main hand)] Crooked Club (Shrouds) (25-35 power, 4 apr)This item will automatically be transmogrified when you leave the level. Crooked Club (Shrouds) (25-35 power, 4 apr) Requires: - Strength 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Base power: 25.0 - 35.0(+14.5 - +20.3) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 (+2) Physical crit. chance: +10.0% (+6.5%) Attack speed: 100% (-) When this weapon hits: Battle Call (10% chance level 1). On weapon hit: - 25% chance for lightning to arc to a second target Damage (Melee): +0(-6) lightning / +14 % chance of confusion / +0(-8) darkness Burst (radius 2) on crit: +20 physical repulsion When wielded/worn: Accuracy: +12 (+6 eff.) Damage when hit (Melee): 0(-4) acid Changes damage: +0%(-6%) acid Curse of Shrouds An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
[vs. Mighty Girdle (Around waist)] Aeroth the rough leather beltThis item will automatically be transmogrified when you leave the level. Aeroth the rough leather belt Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +0 (-4) Changes stats: +1 Dex / +2 Cun Maximum encumbrance: +0 (-70) Knockback immunity: +0% (-40%) Maximum life: +30.00 Infravision radius: +2 A belt that goes around your waist. |
[vs. linen cloak of battle (1 def, 0 armour) (Cloak)] linen cloak of Eldoral (1 def, 0 armour)linen cloak of Eldoral (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +0.0% (-1.0%) Physical power: +0 (+0 eff.) (-1 (+0 eff.)) Defense: +1 (+1 eff.) (-) Fatigue: +0% (+2%) Changes stats: +1 Cun / +1 Dex A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. traveler's pair of iron boots of tirelessness (0 def, 3 armour) (On feet)] Boryharabar the pair of rough leather boots (0 def, 1 armour)This item will automatically be transmogrified when you leave the level. Boryharabar the pair of rough leather boots (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-2) Fatigue: -4% (-2%) Changes resistances: +3% lightning / +3% darkness / +6% light Maximum encumbrance: +23 (-) Physical save: +6 (+3 eff.) (-) Spell save: +3 (+3 eff.) Stamina each turn: +0.00 (-0.40) Maximum stamina: +0.00 (-10.00) A pair of boots made of leather. |
[vs. traveler's pair of iron boots of tirelessness (0 def, 3 armour) (On feet)] pair of rough leather boots of uncanny dodging (2 def, 1 armour)pair of rough leather boots of uncanny dodging (2 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-2) Defense: +2 (+2 eff.) Ranged Defense: +3 (+2 eff.) Fatigue: +1% (+3%) Maximum encumbrance: +0 (-23) Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Stamina each turn: +0.00 (-0.40) Maximum stamina: +0.00 (-10.00) A pair of boots made of leather. |
[vs. steady iron gauntlets (0 def, 1 armour) (On hands)] temporal iron gauntlets (0 def, 1 armour)temporal 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: Accuracy: +0 (+0 eff.) (-5 (-2 eff.)) Armour: +1 (-) Damage (Melee): 6 temporal Damage (Ranged): 6 temporal Changes resistances: +6% temporal Changes damage: +3% temporal Physical save: +0 (+0 eff.) (-5 (-2 eff.)) Mental save: +0 (+0 eff.) (-6 (-6 eff.)) Disarm immunity: +0% (-23%) Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. steady iron gauntlets (0 def, 1 armour) (On hands)] temporal rough leather gloves of magic (+2) (0 def, 1 armour)temporal rough leather gloves of magic (+2) (0 def, 1 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-2 eff.)) Armour: +1 (-) Damage (Melee): 6 temporal Damage (Ranged): 5 temporal Changes stats: +2 Mag Changes resistances: +5% temporal Changes damage: +4% arcane / +4% temporal Physical save: +0 (+0 eff.) (-5 (-2 eff.)) Mental save: +0 (+0 eff.) (-6 (-6 eff.)) Disarm immunity: +0% (-23%) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. stabilizing iron helm of strength (+3) (0 def, 3 armour) (On head)] grounding linen wizard hat of corrosion (+6%) (1 def, 0 armour)grounding linen wizard hat of corrosion (+6%) (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +0 (-3) Defense: +1 (+1 eff.) Fatigue: +0% (-5%) Changes stats: +0(-3) Str Changes resistances: +6% lightning / +5% temporal / +15% acid Changes damage: +10% acid Physical save: +0 (+0 eff.) (-11 (-6 eff.)) A pointy cloth hat, very wizardly... |
[vs. stabilizing iron helm of strength (+3) (0 def, 3 armour) (On head)] linen wizard hat (1 def, 0 armour)linen wizard hat (1 def, 0 armour) 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +0 (-3) Defense: +1 (+1 eff.) Fatigue: +0% (-5%) Changes stats: +0(-3) Str Physical save: +0 (+0 eff.) (-11 (-6 eff.)) A pointy cloth hat, very wizardly... |
[vs. stabilizing iron helm of strength (+3) (0 def, 3 armour) (On head)] linen wizard hat of the sentry (1 def, 0 armour)linen wizard hat of the sentry (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +0 (-3) Defense: +1 (+1 eff.) Fatigue: +0% (-5%) Changes stats: +0(-3) Str Physical save: +0 (+0 eff.) (-11 (-6 eff.)) Infravision radius: +4 See stealth: +5 See invisible: +7 It can be used to activate talent Circle of Warding, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 10%, and attempts to push all creatures other then yourself out of its radius, inflicting 2.12 light damage and 2.31 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
[vs. Nerolle (4 def, 9 armour) (Main armor)] cleansing iron mail armour of cold resistance (2 def, 4 armour)cleansing iron mail armour of cold resistance (2 def, 4 armour) Requires: - Strength 14 - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 (-5) Defense: +2 (+2 eff.) (-2 (-2 eff.)) Fatigue: +12% (-10%) Damage when hit (Melee): 0(-11) physical Changes resistances: +0%(-15%) acid / +0%(-3%) temporal / +11% blight / +17%(+1%) cold / +10% nature Changes resistances penetration: +0%(-10%) blight Changes damage: +0%(-6%) blight Stun/Freeze immunity: +0% (-10%) A suit of armour made of mail. |
[vs. Nerolle (4 def, 9 armour) (Main armor)] iron mail armour (2 def, 4 armour)iron mail armour (2 def, 4 armour) Requires: - Strength 14 - Talent Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 (-5) Defense: +2 (+2 eff.) (-2 (-2 eff.)) Fatigue: +12% (-10%) Damage when hit (Melee): 0(-11) physical Changes resistances: +0%(-15%) acid / +0%(-16%) cold / +0%(-3%) temporal Changes resistances penetration: +0%(-10%) blight Changes damage: +0%(-6%) blight Stun/Freeze immunity: +0% (-10%) A suit of armour made of mail. |
[vs. Nerolle (4 def, 9 armour) (Main armor)] iron plate armour of fire resistance (3 def, 7 armour)iron plate armour of fire resistance (3 def, 7 armour) Requires: - Strength 22 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 (-2) Defense: +3 (+3 eff.) (-1 (-1 eff.)) Fatigue: +20% (-2%) Damage when hit (Melee): 0(-11) physical Changes resistances: +0%(-15%) acid / +16% fire / +0%(-3%) temporal / +0%(-16%) cold Changes resistances penetration: +0%(-10%) blight Changes damage: +0%(-6%) blight Stun/Freeze immunity: +0% (-10%) A suit of armour made of metal plates. |
[vs. steel shield (6 def, 2 armour, 41.5 block) (In off hand)] reinforced iron shield of cold resistance (+16%) (4 def, 6 armour, 40.5 block)reinforced iron shield of cold resistance (+16%) (4 def, 6 armour, 40.5 block) Requires: - Strength 11 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +6 (+4) Defense: +4 (+4 eff.) (-2 (-2 eff.)) Ranged Defense: +4 (+3 eff.) (-2 (-1 eff.)) Fatigue: +6% (-2%) Changes resistances: +16% cold Talents granted: +1(+-1) Block Handheld deflection devices. |
3 agate 3 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. |
5 spinel 5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
[vs. brass lantern of health (Light source)] brass lanternbrass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +0.00 (-42.00) 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. |
[vs. brass lantern of health (Light source)] scorching brass lanternscorching brass lantern Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 12 fire Changes resistances: +6% fire Maximum life: +0.00 (-42.00) 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. |
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. |
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. |
8 ametrine 8 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. |
5 citrine 5 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
Log
F U C C B O I S uses Slash.
F U C C B O I S hits Poreramina the vampire for 16 physical, 7 lightning, 9 darkness (31 total damage).
Rotting Disease from Poreramina the vampire hits F U C C B O I S for 16 blight damage.
Poreramina the vampire diseases F U C C B O I S.
Poreramina the vampire hits F U C C B O I S for 10 physical damage.
F U C C B O I S hits Poreramina the vampire for 4 acid, 12 physical (16 total damage).
F U C C B O I S uses Block.
Your hatred grows even as your life fades! (+4 hate)
Talent Frenzy is ready to use.
Poreramina the vampire leeches life from F U C C B O I S!
Rotting Disease from Poreramina the vampire hits F U C C B O I S for 19 blight damage.
Poreramina the vampire uses Block.
Your hatred grows even as your life fades! (+4 hate)
Poreramina the vampire is weakened by the gloom.
Rotting Disease from Poreramina the vampire hits F U C C B O I S for 19 blight damage.
Your hatred grows even as your life fades! (+4 hate)
F U C C B O I S feels pain again.
Rotting Disease from Poreramina the vampire hits F U C C B O I S for 17 blight damage.
Your hatred grows even as your life fades! (+4 hate)
Rotting Disease from Poreramina the vampire hits F U C C B O I S for 16 blight damage.
F U C C B O I S uses Infusion: Regeneration.
F U C C B O I S starts regenerating health quickly.
Your hatred grows even as your life fades! (+4 hate)
Saving game...
