Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.9 |
Addons | Ashes of Urh'Rok 1.5.0Official 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 1.5.0Donators/Buyers bonus! Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content to the game. Embers of Rage 1.5.0Official 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 1.5.4Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Female |
Race | Halfling |
Class | Skirmisher |
Level / Exp | 27 / 19% |
Size | small |
Lifes / Deaths | Killed by Layuvea the large white snake at level 7 on the 3rd Mirth 122nd year of Ascendancy at 21:49 0 / 7Killed by enthralled slave at level 11 on the 2nd Dusk 122nd year of Ascendancy at 04:50 Killed by fire wyrm at level 23 on the 4th Decay 122nd year of Ascendancy at 22:25 Killed by fire wyrm at level 23 on the 18th Regrowth 123rd year of Ascendancy at 05:38 Killed by elven cultist at level 27 on the 34th Regrowth 123rd year of Ascendancy at 13:39 Killed by elven cultist at level 27 on the 34th Regrowth 123rd year of Ascendancy at 19:54 Killed by Zubotta the mean looking elven guard at level 27 on the 34th Regrowth 123rd year of Ascendancy at 21:42 |
Primary Stats
Strength | 37 (base 24) |
Dexterity | 67 (base 54) |
Constitution | 26 (base 10) |
Magic | 19 (base 10) |
Willpower | 30 (base 11) |
Cunning | 84 (base 44) |
Resources
Life | -5/744 |
Steam | 100/100 |
Stamina | 70/228 |
Equilibrium | 0 |
Healing Factor | 0.5224489795917 |
Regeneration | 0.13061224489793 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +64.478339828423% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 5 |
See Stealth | 49.094063223628 |
See Invisible | 49.094063223628 |
Offense: Mainhand
Damage | 121 |
Accuracy | 60 |
Crit Chance | 50% |
APR | 39 |
Speed | 0.80 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 20 |
Crit Chance | 30% |
Speed | 1 |
Offense: Mind
Mindpower | 54 |
Crit Chance | 30% |
Speed | 1 |
Offense: Damage Bonus
Light | +17% |
Nature | +8% |
Fire | +12% |
Mind | +17% |
All | +2% |
Offense: Damage Penetration
Mind | +15% |
Fire | +10% |
Light | +10% |
Defense: Base
Armour (hardiness) | 79.08934837382 (100%) |
Defense | 44 |
Ranged Defense | 53 |
Fatigue | 26 |
Physical Save | 34 |
Spell Save | 58 |
Mental Save | 60 |
Defense: Resistances
Blight | + 19%( 70%) |
Arcane | + 16%( 70%) |
Cold | + 28%( 70%) |
All | + 11%( 70%) |
Darkness | + 24%( 70%) |
Light | + 29%( 70%) |
Physical | + 18%( 70%) |
Mind | + 46%( 70%) |
Fire | + 20%( 70%) |
Lightning | + 32%( 70%) |
Defense: Immunities
Confusion Resistance | 49% |
Stun Resistance | 80% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (3/3)
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 131% efficiency and cooldown mod of 82%. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 240 life over 5 turns. Its effects scale with your Constitution stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 164% efficiency and cooldown mod of 80%. Its effects scale with your Strength stat. |
Class Talents
Technique / Tireless Combatant | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Buckler Training | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Cunning / Poisons | 1.20 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Cunning / Called Shots | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
talent | Leeching Poison |
talent | Counter Shot |
talent | Numbing Poison |
talent | Apply Poison |
detrimental effect | Huge cut that bleeds, doing 43.89 physical damage per turn and decreasing all heals received by 75%. Deep Wound |
beneficial effect | The target stands strong, increasing all resistances by 0.9% and resistance caps by 0.2%. Eternal Warrior |
beneficial effect | Increases physical power, physical save, spellpower, spell save, mindpower, and mental save by 24. Militant Mind |
detrimental effect | The target is grappled, unable to move, and limited in its offensive capabilities. GrappledSilenced Pinned Damage reduced by 15 Slowed by 0.55090841771205 Damage per turn 65 |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
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 successfully escorted the injured seer to the recall portal on level 7 of Dreadfell. Escort: injured seer (level 7 of Dreadfell)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 5 of Dreadfell. Escort: lone alchemist (level 5 of Dreadfell)As a reward you improved spell save by +4. | done |
You successfully escorted the lost anorithil to the recall portal on level 6 of Dreadfell. Escort: lost anorithil (level 6 of Dreadfell)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Old Forest. Escort: lost tinker (level 3 of Old Forest) | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by skeleton warrior. Escort: repented thief (level 2 of Old Forest) | failed |
You failed to protect the worried loremaster from death by Xanuma the fire drake. Escort: worried loremaster (level 1 of Daikara) | failed |
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 talent Spit Poison (+1 level(s)). | 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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
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 Shade. | 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: 23. | 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 precision. He has given you some notes on the ingredients: * You've found the needed black mamba head. * '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 green worm. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed vial of elder vampire blood. * You've found the needed wretchling eyeball. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed pouch of luminous horror dust. * You've found the needed red crystal shard. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 to join the slavers and take part in their game. You won the ring of blood! | 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 | Boots of the Hunter (2 def, 12 armour) Boots of the Hunter (2 def, 12 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+3 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cursed / Endless hunt +0.20 Cunning / Trapping +0.20 Cursed / Predator Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action), costing 28 power out of 13/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Quiver | hateful pouch of dwarven-steel shots of crippling (3/14, 28.5-34.2 power, 3 apr) hateful pouch of dwarven-steel shots of crippling (3/14, 28.5-34.2 power, 3 apr) Requires: - Dexterity 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 28.5 - 34.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +12.0% Capacity: 14 On weapon crit: * cripple the target Damage (Ranged): +11 darkness Damage against: +9% Living When wielded/worn: Talent granted: +3 Explosive Shell Shots are used with slings to pummel your foes to death. |
Light source | Duvurin the alchemist's lamp Duvurin the alchemist's lampInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +15 (+4 eff.) Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +3 Dex / +4 Wil Critical mult.: +22.00% Mental save: +20 (+5 eff.) Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Crown of Command (3 def, 6 armour) Crown of Command (3 def, 6 armour) Requires: - Cunning 25 - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +4% Changes stats: +7 Str / +10 Wil / +13 Cun / +3 Con Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Technique / Field control Mental save: +9 (+3 eff.) Silence immunity: +0% Mindpower: +5 (+1 eff.) Activating this item is instant. It can be used to activate talent Indomitable (costing 51 power out of 21/60) : Effective talent level: 1.0 Power cost: 51 out of 21/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
On hands | heroic rough leather gloves of butchering (0 def, 4 armour) heroic rough leather gloves of butchering (0 def, 4 armour) Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +6 Physical power: +5 (+1 eff.) Armour: +4 Changes resistances: +6% blight Talent granted: +3 Project Saw Spell save: +9 (+2 eff.) Mental save: +6 (+2 eff.) Maximum life: +44.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | It Which Writhes It Which WrithesPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con Fully Charged! Activating this item is instant. It can be used to reduce the duration of all detrimental effects, costing 9 power out of 10/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
On fingers | Lisarilaith LisarilaithPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +18 (+4 eff.) Effects on melee hit: * 10% chance to disease Changes stats: +6 Str / +6 Mag / +4 Cun / +9 Con Changes resistances: +15% mind / +3% blight Changes resistances penetration: +5% mind Spellpower: +18 (+3 eff.) Mindpower: +11 (+3 eff.) Rings can have magical properties. |
On fingers | Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
Around neck | clarifying steel amulet of murder clarifying steel amulet of murderInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +10 Changes resistances: +12% mind Critical mult.: +10.00% Confusion immunity: +24% Amulets can have magical properties. |
In main hand | Hare-Skin Sling Hare-Skin Sling Requires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Armour Penetration: +0 Crit. chance: +0.0% Attack speed: 125% Firing range: +10 Burst (radius 1) on hit: +60 20% chance of physical repulsion When wielded/worn: Physical crit. chance: +5.0% Defense: +10 (+4 eff.) Changes stats: +10 Lck Talent mastery: +0.20 Cunning / Survival Movement speed: +20% Activating this item is instant. It can be used to activate talent Inertial Shot (costing 7 power out of 8/8) : Effective talent level: 3.0 Power cost: 7 out of 8/8. Range: 10 Travel Speed: instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
Around waist | Chalulen Chalulen Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +5 Fatigue: -16% Changes stats: +4 Dex / +5 Cun / +6 Lck Critical mult.: +9.00% Trap disarming bonus: +5 Stealth bonus: +10 Maximum encumbrance: +40 Maximum stamina: +10.00 Infravision radius: +5 Healing mod.: +15% A belt that goes around your waist. |
In off hand | Summertide (17 def, 15 armour, 52-62.4 power, 260 block) Summertide (17 def, 15 armour, 52-62.4 power, 260 block)Requires: - Willpower 28 - Cunning 20 - Talent Buckler Expertise (level 1) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 52.0 - 62.4 Uses stat: 100% Str Damage type: Light Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +260 On weapon hit: * 30% chance to blind * releases a burst of light When wielded/worn: Armour: +15 Defense: +17 (+6 eff.) Ranged Defense: +17 (+6 eff.) Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +15% darkness / +10% fire / +12% mind / +20% light Changes resistances penetration: +10% fire / +10% light / +10% mind Changes damage: +10% fire / +15% mind / +15% light Talent granted: +5 Block Mental save: +18 (+5 eff.) Blindness immunity: +100% Confusion immunity: +25% Maximum psi: +20.00 Mindpower: +8 (+2 eff.) Light radius: +3 It can be used to send out a range 7 beam, lighting its path and dealing 46.14 to 57.68 light damage (based on Willpower and Cunning), costing 11 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind. This item has been sent to the Item's Vault. |
Cloak | cashmere cloak 'Pusbliss' (2 def, 9 armour) cashmere cloak 'Pusbliss' (2 def, 9 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +9 Defense: +2 (+1 eff.) Changes stats: +10 Cun / +3 Wil Changes resistances: +24% lightning / +19% cold Changes damage: +6% nature Stun/Freeze immunity: +40% Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Barothel the iron plate armour (3 def, 22 armour) Barothel the iron plate armour (3 def, 22 armour) Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +22 Armour Hardiness: +20% Defense: +3 (+1 eff.) Fatigue: +23% Changes resistances: +6% arcane Spell save: +47 (+12 eff.) Blindness immunity: +15% A suit of armour made of metal plates. |
Inventory
movement infusion of the duelist (518% speed; 4 turns) movement infusion of the duelist (518% speed; 4 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 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 increase movement speed by 518% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity 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. |
wild infusion of the sneak (resist 19%; cure mental) wild infusion of the sneak (resist 19%; cure mental)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 cure yourself of one random mental effect and reduce all damage taken by 19% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning 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. |
This item will automatically be transmogrified when you leave the level. vision rune of the psychic (radius 13; dur 22; see dragon)vision rune of the psychic (radius 13; dur 22; see dragon) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (13 radius) and to allow you to see invisible and stealthed creatures (power 24) for 22 turns. Your mind will become more receptive for 22 turns, allowing you to sense any dragon around. Its effects scale with your Willpower 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 ability. |
Dawnspawn the steel amulet Dawnspawn the steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 15% chance to blind Changes stats: +3 Wil Changes resistances: +15% light Grants telepathy: Demon/Minor Demon/Major Physical save: +14 (+7 eff.) Spell save: +13 (+3 eff.) Mental save: +23 (+6 eff.) Mental crit. chance: +3% Amulets can have magical properties. |
copper amulet of constitution (+2) copper amulet of constitution (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Con Amulets can have magical properties. |
warrior's stralite amulet of mastery (0.21 Cunning / Called Shots) warrior's stralite amulet of mastery (0.21 Cunning / Called Shots)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +7% physical Talent mastery: +0.21 Cunning / Called Shots Stamina each turn: +0.40 Amulets can have magical properties. |
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. |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 10.17 cold and 10.17 physical damage (based on Willpower) each turn and knocking opponents back, costing 51 power out of 60/60. This azure ring seems to be always moist to the touch. |
rogue's steel ring rogue's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +4 Cun Rings can have magical properties. |
warrior's copper ring of blight (+12%) warrior's copper ring of blight (+12%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +12% blight Changes damage: +12% blight Rings can have magical properties. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
elven-silk cloak 'Smolderminister' (13 def, 0 armour) elven-silk cloak 'Smolderminister' (13 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +13 (+5 eff.) Changes stats: +8 Wil / +7 Mag Changes resistances: +0% lightning / +9% fire / +0% cold / +12% mind / +0% nature Physical save: +11 (+6 eff.) Stun/Freeze immunity: +0% Spell crit. chance: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Poliwyn the linen robe (0 def, 0 armour) Poliwyn the linen robe (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Damage when hit (Melee): 12 acid Changes stats: +5 Wil / +4 Cun / +6 Con Changes resistances: +6% acid / +15% fire Changes damage: +10% fire A cloth vestment. It offers no intrinsic protection but can be enchanted. |
The Calm (15 def, 0 armour) The Calm (15 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +15 (+5 eff.) Changes stats: +10 Mag / +8 Wil / +6 Cun Changes resistances: +20% lightning Changes resistances penetration: +15% lightning Changes damage: +25% lightning Spellpower: +20 (+4 eff.) Movement speed: +10% Slows Projectiles: +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
Heatmonster the rough leather gloves (0 def, 1 armour) Heatmonster the rough leather gloves (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +1 Changes stats: +3 Str / +2 Wil / +6 Con Changes resistances penetration: +25% fire Reduces incoming crit damage: 10.00% See invisible: +3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Siladatira the voratun mail armour (5 def, 12 armour) Siladatira the voratun mail armour (5 def, 12 armour)Requires: - Strength 48 - Talent Heavy Armour Training Infused by nature Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +12 Defense: +5 (+2 eff.) Fatigue: +16% Damage when hit (Melee): 10 light Changes stats: +6 Wil Changes resistances: +24% blight / +4% physical / +25% darkness / +8% mind Mental save: +20 (+5 eff.) Pinning immunity: +15% Stun/Freeze immunity: +10% Teleport immunity: +15% Life regen: +5.60 Stamina each turn: +1.70 Light radius: +1 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. stralite mail armour (4 def, 8 armour)stralite mail armour (4 def, 8 armour) Requires: - Strength 38 - Talent Heavy Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+2 eff.) Fatigue: +16% A suit of armour made of mail. |
Emara the reinforced leather armour (4 def, 7 armour) Emara the reinforced leather armour (4 def, 7 armour)Requires: - Strength 18 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+2 eff.) Fatigue: +8% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +2 Dex / +10 Con Changes resistances: +27% temporal Changes resistances penetration: +10% temporal Grants telepathy: Demon/Minor Demon/Major A suit of armour made of leather. |
Hurylakath (dig speed 38 turns) Hurylakath (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str / +3 Dex / +3 Mag / +2 Wil Grants telepathy: Demon/Minor Demon/Major See invisible: +21 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 85 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (84 power, based on Willpower), costing 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 172 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. |
great water salve [power 24] great water salve [power 24]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 Using medical injector with 131% efficiency and 82% cooldown modifier. Activating this item is instant. It can be used to remove 2 mental effects and grants a water aura (24% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 22 turns. Medical salve. |
powerful frost salve [power 21] powerful frost salve [power 21]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 131% efficiency and 82% cooldown modifier. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (21% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 22 turns. Medical salve. |
powerful healing salve [power 288] powerful healing salve [power 288]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 131% efficiency and 82% cooldown modifier. It can be used to heal 288, putting Talent Medical Injector on cooldown for 13 turns. Medical salve. |
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. |
crude waterproof coating crude waterproof coatingPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item worn on slot 'cloak' When attach to an other item: Changes resistances: +5% nature / +5% cold Tinkers can be attached to normal items to improve them with steam power! |
simple air recycler simple air recyclerPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item worn on slot 'head' When attach to an other item: Silence immunity: +10% Returns 1 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
stralite torque of kinetic psionic shield 'Halolach' [power 123] (17 cooldown) stralite torque of kinetic psionic shield 'Halolach' [power 123] (17 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Fatigue: -8% Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +6 Str / +2 Dex Maximum wards: +2 physical / +5 mind / +4 darkness Grants telepathy: Dragon Talent granted: +1 Ward Reduces incoming crit damage: 15.00% Infravision radius: +3 See invisible: +9 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 123 for 7 turns, putting all charms on cooldown for 17 turns. Torques are made by powerful psionics to store psionic powers. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Prashnik the Halfling Skirmisher level 26
31st Regrowth 123rd year of Ascendancy at 17:18 see stats
By Prashnik the Halfling Skirmisher level 26
23rd Regrowth 123rd year of Ascendancy at 22:57 see stats
By Prashnik the Halfling Skirmisher level 18
37th Haze 122nd year of Ascendancy at 20:58 see stats
By Prashnik the Halfling Skirmisher level 20
72nd Haze 122nd year of Ascendancy at 18:59 see stats
By Prashnik the Halfling Skirmisher level 18
19th Haze 122nd year of Ascendancy at 19:06 see stats
By Prashnik the Halfling Skirmisher level 19
59th Haze 122nd year of Ascendancy at 10:43 see stats
By Prashnik the Halfling Skirmisher level 26
31st Regrowth 123rd year of Ascendancy at 17:41 see stats
By Prashnik the Halfling Skirmisher level 10
3rd Flare 122nd year of Ascendancy at 09:22 see stats
By Prashnik the Halfling Skirmisher level 20
59th Haze 122nd year of Ascendancy at 18:07 see stats
By Prashnik the Halfling Skirmisher level 17
8th Haze 122nd year of Ascendancy at 20:10 see stats
By Prashnik the Halfling Skirmisher level 17
62nd Dusk 122nd year of Ascendancy at 17:46 see stats
By Prashnik the Halfling Skirmisher level 5
78th Pyre 122nd year of Ascendancy at 19:05 see stats
By Prashnik the Halfling Skirmisher level 26
31st Regrowth 123rd year of Ascendancy at 17:18 see stats
By Prashnik the Halfling Skirmisher level 7
5th Mirth 122nd year of Ascendancy at 19:51 see stats
By Prashnik the Halfling Skirmisher level 11
2nd Dusk 122nd year of Ascendancy at 13:57 see stats
By Prashnik the Halfling Skirmisher level 17
63rd Dusk 122nd year of Ascendancy at 04:02 see stats
Log
Deadly Poison from Prashnik hits Elven guard for 19 nature damage.
Ogre mauler hits Prashnik for 61 physical damage.
Zubotta the mean looking elven guard throws a finishing uppercut.
Prashnik resists the stun!
Zubotta the mean looking elven guard hits Prashnik for 65 physical, 9 physical, 8 cold (83 total damage).
Talent Implant: Medical Injector is ready to use.
Talent Kneecapper is ready to use.
Deep Wound from Zubotta the mean looking elven guard hits Prashnik for 35 physical damage.
Grappled from Zubotta the mean looking elven guard hits Prashnik for 50 physical damage.
Prashnik uses Noggin Knocker.
Prashnik's Noggin Knocker performs a ranged critical strike against Zubotta the mean looking elven guard!
Zubotta the mean looking elven guard is recovering from the damage!
Zubotta the mean looking elven guard is stunned!
Zubotta the mean looking elven guard is crippled.
Zubotta the mean looking elven guard is poisoned!
Prashnik's Noggin Knocker performs a ranged critical strike against Zubotta the mean looking elven guard!
Grappling hits Prashnik for 72 physical, 3 physical, 7 physical (82 total damage).
Prashnik's Noggin Knocker hits Zubotta the mean looking elven guard for (20 resist armour), 291 physical, (10 resist armour), 0 darkness (291 total damage).
Prashnik's Noggin Knocker hits Zubotta the mean looking elven guard for (20 resist armour), 112 physical, (10 resist armour), 0 darkness (112 total damage).
Prashnik's Noggin Knocker hits Zubotta the mean looking elven guard for (20 resist armour), 53 physical, (10 resist armour), 0 darkness (53 total damage).
Elven guard is no longer invisible.
Rotting Disease from Elven cultist hits Ogre guard for 70 blight damage.
Deadly Poison from Prashnik hits Zubotta the mean looking elven guard for (19 resist armour), 0 nature (0 total damage).
Deadly Poison from Prashnik hits Elven guard for 19 nature damage.
Zubotta the mean looking elven guard receives 51 healing.
Prashnik receives 4 healing from Elven guard.
Elven guard uses Block.
Ogre mauler hits Prashnik for 79 physical damage.
Saving game...