Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Verdant Class Pack 1.3.1Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: Infinite Farportal 1.1.3"Weeks ago, you arrived into the Shertul Fortress, following the collapse of Nur right behind you. Weeks later, as the town is coming together, you hear a loud growling sound coming from the south. Alongside the only possibilty of escaping from this place... Steeling your resolve, you have choosen to explore the portal, and look for a way out." --- In this addon, you attempt to complete the farportal as many times as possible. You are given access to a town in the north. In the Town, you can find a multitude of shops, and a Merchant. He can craft you tier 1-5 artifacts, for fair(or so he says) prices, to offer you a boost when you find yourself struggling. Lastly, and most dangerously, you can ask him to break 'Seals' of the Farportal, which will directly summon Farportal Bosses into the fortress. Additionally, you gain 10% of your current gold every time you complete a farportal, alongside an experience boost. --- Dive into the Infinite Farportal, and pray, or you will never again see the light of day. Weapons Pack 1.2.4This adds new weapon types and egos to the game. - Tridents are unchanged, but generate more often. Most of the stuff here can be individually turned on/off in the Game Options menu. So you could use this addon just for the extra tridents if you really wanted to. Doctornull's Class Pack 1.2.5This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. |
| Campaign | Arena |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Skeleton |
| Class | Bulwark |
| Level / Exp | 17 / 2% |
| Size | medium |
| Lifes / Deaths | Killed by skeleton archer at level 17 on the 76th Pyre 122nd year of Ascendancy at 18:32 / 1 |
Primary Stats
| Strength | 48 (base 38) |
| Dexterity | 53 (base 40) |
| Constitution | 13 (base 12) |
| Magic | 10 (base 10) |
| Willpower | 13 (base 10) |
| Cunning | 12 (base 10) |
Resources
| Life | -1/432 |
| Stamina | 137/152 |
| Healing Factor | 1.2 |
| Regeneration | 4.8810563717824 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -50% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 2 |
| See Stealth | 6 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 51 |
| Accuracy | 43 |
| Crit Chance | 3% |
| APR | 11 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 13.9 |
| Crit Chance | 2% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 38.243335657728 (30%) |
| Defense | 36.081127535775 |
| Ranged Defense | 40.720751690517 |
| Fatigue | 28 |
| Physical Save | 27.175 |
| Spell Save | 27.875 |
| Mental Save | 25.375 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 19% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Fear Resistance | 100% |
| Disarm Resistance | 20% |
| Poison Resistance | 100% |
| Knockback Resistance | 19% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 40.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Class Talents
| Technique / Battle tactics | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.49 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 4/5 |
| 4/5 |
| 3/5 |
| 1/5 |
| Technique / Combat veteran | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Shield defense | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 3/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Shield Wall |
| beneficial effect | The target is recovering 20 life each turn. Recovery |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
Quests
Seeking wealth, glory, and a great fight, you challenge the Arena! The ArenaCan you defeat your foes and become Master of Arena? | active |
Equipment
| On feet | miner's pair of rough leather boots of tirelessness (0 def, 6 armour) miner's pair of rough leather boots of tirelessness (0 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +6 Fatigue: +1% Stamina each turn: +0.40 Maximum stamina: +10.00 Infravision radius: +2 A pair of boots made of leather. |
| Light source | 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: +2 See stealth: +6 See invisible: +6 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 | iron helm (0 def, 3 armour) iron helm (0 def, 3 armour)Requires: - Talent Armour Training 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | steady rough leather gloves (0 def, 1 armour) steady rough leather gloves (0 def, 1 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +1 Physical save: +5 (+2 eff.) Mental save: +5 (+2 eff.) Disarm immunity: +20% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | bright yew wand of conjuration [power 247] (10 cooldown) bright yew wand of conjuration [power 247] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to fire a bolt of a random element (dam 124-247), putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 5 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | steel ring of blinding strikes steel ring of blinding strikesPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to blind Effects on ranged hit: * 14% chance to blind Rings can have magical properties. |
| On fingers | steel ring 'Khelomnir' steel ring 'Khelomnir'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +3 Changes stats: +3 Wil / +1 Con Changes resistances: +20% nature Changes damage: +10% nature Spell save: +12 (+6 eff.) Mental save: +6 (+3 eff.) Life regen: +0.40 Maximum stamina: +16.00 Healing mod.: +20% Rings can have magical properties. |
| Around neck | steel amulet of mastery (0.19 Technique / Combat techniques) steel amulet of mastery (0.19 Technique / Combat techniques)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Talent mastery: +0.19 Technique / Combat techniques Amulets can have magical properties. |
| In main hand | sharp dwarven-steel mace (27-37.8 power, 4 apr) sharp dwarven-steel mace (27-37.8 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 27.0 - 37.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.8% crit.pwr / acc Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +2.5% Attack speed: 100% Blunt and deadly. |
| Around waist | rough leather belt of the mystic rough leather belt of the mysticPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Mental save: +5 (+2 eff.) Spellpower: +2 (+2 eff.) A belt that goes around your waist. |
| In off hand | deflecting stralite shield of fire resistance (+19%) (16 def, 2 armour, 51-61.2 power, 140.5 block) deflecting stralite shield of fire resistance (+19%) (16 def, 2 armour, 51-61.2 power, 140.5 block)Requires: - Strength 35 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 51.0 - 61.2 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +140 When wielded/worn: Armour: +2 Defense: +16 (+7 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +14% Changes resistances: +19% fire Talent granted: +4 Block Deflect projectiles away: +9% Handheld deflection devices. |
| Cloak | murderer's linen cloak (1 def, 0 armour) murderer's linen cloak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +4 Defense: +1 (+0 eff.) Changes stats: +2 Cun / +2 Dex A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | prismatic hardened leather armour (3 def, 6 armour) prismatic hardened leather armour (3 def, 6 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+2 eff.) Fatigue: +8% Changes resistances: +13% light / +10% darkness A suit of armour made of leather. |
Inventory
Newly picked up stralite amuletstralite amulet 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 Amulets can have magical properties. |
psionicist's copper ring of clarity psionicist's copper ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Mental save: +9 (+4 eff.) Confusion immunity: +20% Rings can have magical properties. |
solipsist's gold ring solipsist's gold ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Cun / +4 Wil Mindpower: +6 (+6 eff.) Rings can have magical properties. |
steel ring of aether (+14%) steel ring of aether (+14%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +14% arcane Changes damage: +14% arcane Rings can have magical properties. |
Umbral Razor (25-32.5 power, 10 apr) Umbral Razor (25-32.5 power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 45% Dex, 10% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +9.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 8 power out of 10/10) : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 53.10 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
cutting dwarven-steel dagger of throat slitting (19-24.7 power, 7 apr) cutting dwarven-steel dagger of throat slitting (19-24.7 power, 7 apr)Requires: - Dexterity 24 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 19.0 - 24.7 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.4% crit / acc Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +7.0% Attack speed: 100% Damage (Melee): +7 bleed When wielded/worn: Critical mult.: +8.00% Stealth bonus: +7 * Grants [Throat Slitter] Talent Sharp, short and deadly. |
Newly picked up thought-forged dwarven-steel dagger (19-24.7 power, 7 apr)thought-forged dwarven-steel dagger (19-24.7 power, 7 apr) Requires: - Dexterity 24 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 19.0 - 24.7 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc This weapon will act as a psionic focus. Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% On weapon hit: * 12% chance to cause random gloom Damage (Melee): +9 mind When wielded/worn: Changes stats: +3 Cun / +2 Wil Sharp, short and deadly. |
steady yew longbow of nature steady yew longbow of natureRequires: - Dexterity 24 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 Damage (Ranged): +10 nature When wielded/worn: Accuracy: +7 (+2 eff.) Changes resistances: +4% all Changes resistances penetration: +8% nature Talent cooldown: Steady Shot (-1 turn) Longbows are used to shoot arrows at your foes. |
thought-forged steel longsword of erosion (14.5-20.3 power, 3 apr) thought-forged steel longsword of erosion (14.5-20.3 power, 3 apr)Requires: - Strength 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 14.5 - 20.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc This weapon will act as a psionic focus. Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 12% chance to cause random gloom Damage (Melee): +7 temporal / +7 mind / +5 nature When wielded/worn: Changes stats: +1 Cun / +2 Wil Sharp, long, and deadly. |
gifted mossy mindstar (3-3.3 power, 12 apr, mind damage) gifted mossy mindstar (3-3.3 power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3 Uses stats: 30% Wil, 10% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +5 (+5 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. |
mossy mindstar of clarity (2-2.2 power, 12 apr, mind damage) mossy mindstar of clarity (2-2.2 power, 12 apr, mind 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: 30% Wil, 10% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mental save: +3 (+2 eff.) Maximum psi: +11.00 Mindpower: +2 (+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. |
Newly picked up dwarven-steel rapier (22-28.6 power, 4 apr)dwarven-steel rapier (22-28.6 power, 4 apr) Requires: - Dexterity 20 - Strength 20 2.50 Encumbrance. Type: weapon / rapier ; tier 3 Base power: 22.0 - 28.6 Uses stats: 40% Cun, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +6.0% Attack speed: 100% A light sword. |
iron rapier of disarming (11-14.3 power, 2 apr) iron rapier of disarming (11-14.3 power, 2 apr)Requires: - Dexterity 10 - Strength 10 Crafted by a master 2.50 Encumbrance. Type: weapon / rapier ; tier 1 Base power: 11.0 - 14.3 Uses stats: 40% Cun, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Accuracy bonus: +1.0% disarm chance / acc Armour Penetration: +2 Physical crit. chance: +4.0% Attack speed: 100% When wielded/worn: Defense: +3 (+2 eff.) A light sword. |
dwarven-steel swordbreaker of erosion (12-15.6 power, 4 apr) dwarven-steel swordbreaker of erosion (12-15.6 power, 4 apr)Requires: - Dexterity 24 Infused by nature 1.00 Encumbrance. Type: weapon / swordbreaker ; tier 3 Base power: 12.0 - 15.6 Uses stats: 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +1.0% disarm chance / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% Damage (Melee): +5 nature / +7 temporal When wielded/worn: Defense: +6 (+3 eff.) A small blade with many notches along its edge. |
iron throwing knives (4/4, 10-13 power, 5 apr) iron throwing knives (4/4, 10-13 power, 5 apr)Requires: - Dexterity 11 3.00 Encumbrance. Type: weapon / throwing knives ; tier 1 Base power: 10.0 - 13.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Firing range: +3 Capacity: 4 These knives are specially weighted to be thrown. |
elemental steel waraxe (13-18.2 power, 3 apr) elemental steel waraxe (13-18.2 power, 3 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Changes resistances penetration: +7% acid / +8% fire / +8% lightning / +9% cold One-handed war axes. |
linen cloak (1 def, 0 armour) linen cloak (1 def, 0 armour)2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of Iron Throne (1 def, 0 armour) linen cloak of Iron Throne (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Str / +1 Con A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Newly picked up grounding pair of rough leather boots of uncanny dodging (3 def, 1 armour)grounding pair of rough leather boots of uncanny dodging (3 def, 1 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 (+2 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +1% Changes resistances: +5% lightning / +6% temporal A pair of boots made of leather. |
insulating pair of iron boots (0 def, 3 armour) insulating pair of iron boots (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% Changes resistances: +6% fire / +6% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
miner's iron helm of absorption (0 def, 5 armour) miner's iron helm of absorption (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +5% Stamina when hit: +0.90 Equilibrium when hit: +0.80 Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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 Defense: +2 (+1 eff.) Fatigue: +12% A suit of armour made of mail. |
steel shield (6 def, 2 armour, 15.5-18.6 power, 40 block) steel shield (6 def, 2 armour, 15.5-18.6 power, 40 block)Requires: - Strength 16 - Talent Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 15.5 - 18.6 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +40 When wielded/worn: Armour: +2 Defense: +6 (+3 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Talent granted: +2 Block Handheld deflection devices. |
101 alchemist agate 101 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Achievements
Log
chatters hits Skeleton warrior for 5 fire damage.
Skeleton warrior hits chatters for 78 physical damage.
chatters performs a melee critical strike against Forest troll!
Black bear misses chatters.
chatters hits Forest troll for 38 physical, (38 total damage).
Forest troll misses chatters.
Skeleton archer shoots!
Chatters is recovering from the damage!
Skeleton archer's Shoot hits chatters for 54 physical, 9 acid, 32 physical, 6 darkness, 10 blight (111 total damage).
Forest troll loses sight!
chatters hits Forest troll for 21 physical, (21 total damage).
Skeleton warrior misses chatters.
chatters receives 24 healing.
Skeleton archer shoots!
Skeleton archer's Shoot hits chatters for 56 physical, 9 acid, 32 physical, 6 darkness, 10 blight (114 total damage).
Black bear misses chatters.
chatters receives 24 healing.
Forest troll misses chatters.
Skeleton archer shoots!
Skeleton warrior misses chatters.
Slinger uses Disengage.
Skeleton archer's Shoot hits chatters for 45 physical, 9 acid, 32 physical, 6 darkness, 10 blight (103 total damage).
chatters the level 17 skeleton bulwark was infected to death by a skeleton archer on level 25 of The Arena.
Skeleton archer's Shoot killed chatters!
Chatters has finished recovering.
Chatters deactivates Shield Wall.
Chatters is not stunned anymore.
