Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Ashes of Urh'Rok 1.7.4Official 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 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.4Official 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 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Thalore |
Class | Archer |
Level / Exp | 13 / 54% |
Size | medium |
Lifes / Deaths | Killed by Bethida the netherworm mass at level 11 on the 7th Mirth 122nd year of Ascendancy at 09:23 2 / 2Killed by Emelominor the umber hulk at level 13 on the 2nd Flare 122nd year of Ascendancy at 11:18 |
Primary Stats
Strength | 33 (base 27) |
Dexterity | 44 (base 39) |
Constitution | 22 (base 10) |
Magic | 8 (base 10) |
Willpower | 18 (base 10) |
Cunning | 30 (base 12) |
Resources
Life | 390/390 |
Stamina | 86/86 |
Healing Factor | 1.1024166372472 |
Regeneration | 0.2756041593118 |
Speed
Mental | -10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 32.446758763835 |
See Invisible | 32.446758763835 |
Offense: Mainhand
Damage | 68 |
Accuracy | 38 |
Crit Chance | 22% |
APR | 6 |
Speed | 1.11 |
Offense: Spell
Spellpower | 8 |
Crit Chance | 7% |
Speed | 1 |
Offense: Mind
Mindpower | 40 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +3% |
Light | +3% |
Mind | +3% |
Nature | +5% |
Physical | +3% |
Cold | +14% |
All | 0% |
Offense: Damage Penetration
Arcane | +5% |
Darkness | +5% |
Defense: Base
Armour (hardiness) | 18 (63.914983985962%) |
Defense | 50 |
Ranged Defense | 50 |
Fatigue | 0 |
Physical Save | 24 |
Spell Save | 9 |
Mental Save | 21 |
Defense: Resistances
Darkness | + 18%( 70%) |
Lightning | + 11%( 70%) |
Light | + 3%( 70%) |
Temporal | + 18%( 70%) |
Nature | + 10%( 70%) |
Physical | + 14%( 70%) |
Fire | + 13%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Instadeath Resistance | 100% |
Disarm Resistance | 21% |
Pinning Resistance | 46% |
Poison Resistance | 20% |
Knockback Resistance | 40% |
Inscriptions (4/4)
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 210 life over 5 turns. Its effects scale with your Dexterity stat. |
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: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 76 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 544% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Reflexes | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Archery training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
talent | Intuitive Shots |
talent | Precise Strikes |
talent | Trained Reactions |
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 |
You successfully escorted the lost defiler to the recall portal on level 2 of Norgos Lair. Escort: lost defiler (level 2 of Norgos Lair)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You must explore the Heart of the Gloom. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
On feet | Tulydor the pair of rough leather boots (5 def, 1 armour) Tulydor the pair of rough leather boots (5 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +1 Armour: +1 Defense: +5 (+2 eff.) Changes stats: +3 Str / +5 Con Changes damage: +3% physical Critical mult.: +10.00% It can be used to activate talent Rush, placing all other charms into a 22 cooldown : Effective talent level: 1.0 Power cost: 22 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Quiver | Emaribeth the quiver of elm arrows (10/10, 126% power, 5 apr) Emaribeth the quiver of elm arrows (10/10, 126% power, 5 apr)Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Power: 127% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +10.0% Capacity: 10 On weapon hit: * 10% chance to reduce all saves and defense by 26 * 10% chance to slow global speed by 53% * 10 arcane resource burn On weapon crit: * Wound the target dealing 166 physical damage across 5 turns and reducing healing by 50% Damage (radius 2) on crit: +16 acid Arrows are used with bows to pierce your foes to death. |
Light source | Sootviper SootviperInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% darkness Changes resistances penetration: +5% darkness Changes damage: +3% light / +3% darkness / +3% mind Mental save: +6 (+3 eff.) Light radius: +3 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 | Gorelemnir the iron helm (0 def, 3 armour) Gorelemnir the iron helm (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +5% lightning / +6% temporal / +1% physical Stun/Freeze immunity: +20% Maximum life: +20.00 Mindpower: +10 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Chudil (dig speed 31 turns) Chudil (dig speed 31 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +3 Wil Reduces incoming crit damage: 10.00% Mindpower: +25 (+8 eff.) Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | rogue's copper ring rogue's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Rings make your fingers look great! |
On fingers | titan's copper ring of tenacity titan's copper ring of tenacityInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+3 eff.) Disarm immunity: +21% Pinning immunity: +26% Knockback immunity: +20% Maximum life: +22.00 Rings make your fingers look great! |
Around waist | Goredunablek GoredunablekPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Con Changes resistances: +6% lightning / +9% darkness Maximum encumbrance: +24 Physical save: +3 (+1 eff.) A belt that goes around your waist. |
In main hand | elm longbow 'Ariletha' elm longbow 'Ariletha'Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +6 Damage (Ranged): +12 acid / +9 cold When wielded/worn: Defense: +10 (+4 eff.) Changes resistances: +3% light / +6% darkness Changes resistances penetration: +5% arcane Changes damage: +14% cold Longbows are used to shoot arrows at your foes. |
On hands | Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Main armor | volcanic hardened leather armour of resilience (9 def, 14 armour) volcanic hardened leather armour of resilience (9 def, 14 armour)Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +14 Defense: +9 (+3 eff.) Fatigue: +8% Damage (Melee): 5 fire Damage (Ranged): 6 fire Changes resistances: +13% fire / +13% physical Maximum life: +20.00 A suit of armour made of leather. |
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: Defense: +1 (+1 eff.) 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. |
Around neck | stabilizing copper amulet of mastery (0.11 Technique / Conditioning) stabilizing copper amulet of mastery (0.11 Technique / Conditioning)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% temporal Talent mastery: +0.11 Technique / Conditioning Pinning immunity: +20% Knockback immunity: +20% Amulets make your neck look great! |
Inventory
This item will automatically be transmogrified when you leave the level. movement infusion of the wizard (speed 435%; cd 13)movement infusion of the wizard (speed 435%; cd 13) Infused by nature 0.10 Encumbrance. Type: scroll / infusion 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 increase movement speed by 435% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
clarifying copper amulet of constitution (+3) clarifying copper amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +10% mind Confusion immunity: +23% Amulets make your neck look great! |
clarifying copper amulet of mastery (0.15 Technique / Mobility) clarifying copper amulet of mastery (0.15 Technique / Mobility)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% mind Talent mastery: +0.15 Technique / Mobility Confusion immunity: +22% Amulets make your neck look great! |
Flareoracle FlareoracleInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10 arcane resource burn Changes resistances: +22% lightning / +3% fire / +6% darkness Changes damage: +11% lightning / +3% mind Mental crit. chance: +6% Rings make your fingers look great! |
Glacierfear GlacierfearInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 13% Damage when hit (Melee): 2 acid Changes resistances: +12% mind / +6% cold Changes resistances penetration: +5% darkness / +20% cold Changes damage: +12% mind Rings make your fingers look great! |
Olublek OlublekCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +2 Dex Changes resistances: +5% arcane / +12% cold Silence immunity: +10% Life regen: +4.00 Rings make your fingers look great! |
psionicist's copper ring psionicist's copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Mental save: +4 (+2 eff.) Rings make your fingers look great! |
rogue's copper ring of frost (+22%) rogue's copper ring of frost (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+2 eff.) Changes stats: +2 Cun Changes resistances: +22% cold Changes damage: +11% cold Rings make your fingers look great! |
elm longbow 'Turirastir' elm longbow 'Turirastir'Requires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Power: 89% Range: 1.1x Uses stat: Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +6 When wielded/worn: Accuracy: +9 (+4 eff.) Physical crit. chance: +3.0% Ammo reloads per turn: +2 Changes resistances: +3% blight Changes resistances penetration: +5% physical Longbows are used to shoot arrows at your foes. |
Olurab (108% power, 2 apr) Olurab (108% power, 2 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Power: 108% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% Damage (Melee): +7 cold When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 13% Changes stats: +1 Str / +1 Cun / +2 Con Changes resistances penetration: +5% mind / +20% acid Blunt and deadly. |
Aroda the Lightningravager (75% power, 12 apr, nature damage) Aroda the Lightningravager (75% power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 75% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +4 lightning When wielded/worn: Defense: +15 (+5 eff.) Changes stats: +4 Str / +3 Wil / +3 Con Changes damage: +3% lightning Talent granted: +1 Attune Mindstar Physical save: +6 (+3 eff.) Spell save: +2 (+2 eff.) Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
nature's vined mindstar of storms (88% power, 18 apr, mind damage) nature's vined mindstar of storms (88% power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 89% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage (Melee): 4 lightning Changes stats: +2 Str / +2 Dex / +2 Mag / +1 Wil / +3 Cun / +2 Con Changes resistances: +4% lightning / +4% blight Changes resistances penetration: +6% lightning Changes damage: +6% lightning / +3% nature Talent granted: +1 Attune Mindstar Disease immunity: +11% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% 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. |
Brenaregohek BrenaregohekCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +3% blight / +5% fire / +2% physical / +6% cold Healing mod.: +5% A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. Noonhunt the rough leather beltNoonhunt the rough leather belt Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +1 Cun Changes resistances penetration: +15% arcane Changes damage: +9% mind Life regen: +0.80 Maximum psi: +20.00 Light radius: +1 Healing mod.: +11% A belt that goes around your waist. |
Dayschism the woollen robe (0 def, 0 armour) Dayschism the woollen robe (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +11% darkness / +23% mind / +9% all Changes damage: +6% nature / +9% fire / +6% light / +12% mind Physical save: +10 (+5 eff.) Spell save: +11 (+11 eff.) Mental save: +22 (+11 eff.) Poison immunity: +22% Disease immunity: +23% Light radius: +2 The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Salossra (0 def, 0 armour) Salossra (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +2 Cun / +1 Con Changes resistances: +3% fire / +7% all Mental save: +15 (+7 eff.) Mindpower: +3 (+1 eff.) Mental crit. chance: +3% Light radius: +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Tuleharachik the pair of rough leather boots (0 def, 2 armour) Tuleharachik the pair of rough leather boots (0 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +2 Damage when hit (Melee): 2 arcane Changes stats: +1 Con Critical mult.: +5.00% Spellpower on spell critical (stacks up to 3 times): +2 Infravision radius: +1 A pair of boots made of leather. |
Eilinetha the Serpentwhisper (0 def, 3 armour) Eilinetha the Serpentwhisper (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Con Changes resistances: +6% nature Changes resistances penetration: +20% nature A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Frozenking (0 def, 3 armour) Frozenking (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 8 mind Changes stats: +4 Mag / +4 Wil Changes resistances: +12% nature Changes damage: +7% blight / +3% cold / +7% arcane Maximum life: +20.00 Spell crit. chance: +1% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. linen wizard hat 'Glareclamor' (21 def, 2 armour)linen wizard hat 'Glareclamor' (21 def, 2 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 Defense: +21 (+7 eff.) Changes resistances: +5% arcane / +16% cold Changes resistances penetration: +5% light Changes damage: +11% cold Mental save: +3 (+1 eff.) Maximum life: +40.00 A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. linen wizard hat of the Brotherhood (1 def, 0 armour)linen wizard hat of the Brotherhood (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Mag / +2 Con Changes damage: +5% arcane Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 9 cooldown : Effective talent level: 5.0 Power cost: 9 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Armedir the Dawnspitter (6 def, 4 armour) Armedir the Dawnspitter (6 def, 4 armour)Requires: - Strength 14 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Changes stats: +3 Dex Changes resistances: +5% physical / +16% cold / +3% light / +16% temporal Physical save: +10 (+5 eff.) See invisible: +3 A suit of armour made of leather. |
prismatic rough leather armour of stability (3 def, 2 armour) prismatic rough leather armour of stability (3 def, 2 armour)Requires: - Strength 10 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% Changes resistances: +6% physical / +12% light / +11% darkness Physical save: +10 (+5 eff.) A suit of armour made of leather. |
2 agate 2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
53 alchemist agate 53 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
8 spinel 8 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 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. |
This item will automatically be transmogrified when you leave the level. Emille the GlintmightEmille the Glintmight Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 2 blight / 10 fire Changes resistances: +5% arcane / +6% fire Changes resistances penetration: +5% light / +25% arcane Changes damage: +6% arcane / +3% blight Light radius: +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (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 Activation costs 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. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
iron torque of gale force [power 105] (13 cooldown) iron torque of gale force [power 105] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 108 physical damage Activation puts all charms on cooldown for 13 turns. Torques are made by powerful psionics to store psionic powers. |
2 ametrine 2 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine 3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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
By Bosebki the Thalore Archer level 10
4th Mirth 122nd year of Ascendancy at 14:46 see stats
By Bosebki the Thalore Archer level 10
4th Mirth 122nd year of Ascendancy at 15:07 see stats
By Bosebki the Thalore Archer level 11
9th Mirth 122nd year of Ascendancy at 16:20 see stats
Log
Lisassra the giant venus flytrap uses Lucid Shot.
Bosebki HEALS from nature damage!
Poison from Lisassra the giant venus flytrap hits Bosebki for 18 nature, 6 healing (18 total damage) [6 healing].
Bosebki shoots!
Lisassra the giant venus flytrap's Lucid Shot misses Bosebki.
Lisassra the giant venus flytrap converts some damage to Psi!
Bosebki's Shoot hits Lisassra the giant venus flytrap for 31 to psi, 42 physical, 3 to psi, 5 acid, 0 arcane, 2 to psi, 2 fire, 3 to psi, 4 cold (92 total damage).
Lisassra the giant venus flytrap uses Mind Sear.
Bosebki reacts to damage from Lisassra the giant venus flytrap, mitigating the blow!.
Lisassra the giant venus flytrap hits Bosebki for (16 reacted , -3 stam), 133 mind (133 total damage).
Bosebki HEALS from nature damage!
Poison from Lisassra the giant venus flytrap hits Bosebki for 18 nature, 6 healing (18 total damage) [6 healing].
Bosebki uses Tumble.
Bosebki uses Tumble.
Lisassra the giant venus flytrap uses No Hope.
Bosebki loses all hope of winning!
Bosebki stops being poisoned.
Talent Track is ready to use.
Talent Steady Shot is ready to use.
Bosebki is once more confident.
Resting starts...
Talent Tumble is ready to use.
Rested for 86 turns (stop reason: all resources and life at maximum).