Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! 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:
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Skeleton |
Class | Brawler |
Level / Exp | 16 / 67% |
Size | medium |
Lifes / Deaths | Killed by Abidemon the thalore at level 16 on the 16th Haze 122nd year of Ascendancy at 17:56 / 1 |
Primary Stats
Strength | 39 (base 13) |
Dexterity | 57 (base 31) |
Constitution | 26 (base 10) |
Magic | 12 (base 10) |
Willpower | 22 (base 10) |
Cunning | 60 (base 43) |
Resources
Life | -13/570 |
Mana | 174/174 |
Stamina | 145/145 |
Healing Factor | 1.3024489795918 |
Regeneration | 10.875448979592 |
Speed
Mental | -10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 6 |
Lite | 4 |
Infravision | 3 |
Offense: Barehand
Damage | 64 |
Accuracy | 62 |
Crit Chance | 49% |
APR | 9 |
Speed | 1.11 |
Offense: Spell
Spellpower | 12 |
Crit Chance | 22% |
Speed | 1 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 32 |
Crit Chance | 18% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +4% |
Physical | +3% |
All | 0% |
Offense: Damage Penetration
Acid | +5% |
Darkness | +5% |
Physical | +10% |
Nature | +5% |
Defense: Base
Armour (hardiness) | 36 (46.274970622797%) |
Defense | 42 |
Ranged Defense | 45 |
Fatigue | 2.1114206128134 |
Physical Save | 43 |
Spell Save | 24 |
Mental Save | 38 |
Defense: Resistances
Acid | + 16%( 70%) |
Fire | + 16%( 70%) |
Darkness | + 16%( 70%) |
Physical | + 6%( 70%) |
Cold | + 16%( 70%) |
All | + 4%( 70%) |
Defense: Immunities
Pinning Resistance | 28% |
Confusion Resistance | 5% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Disarm Resistance | 23% |
Bleed Resistance | 100% |
Stun Resistance | 30% |
Instadeath Resistance | 100% |
Knockback Resistance | 22% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 17 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: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 160 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 81 with a minimum range of 15. Its effects scale with your Strength stat. |
Class Talents
Technique / Pugilism | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Finishing moves | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Tactical | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Unarmed discipline | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.10 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Unarmed training | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Undead / Skeleton | 1.10 |
| 2/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.10 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
talent | Premonition |
talent | Precise Strikes |
talent | Striking Stance |
beneficial effect | The target is recovering 22 life each turn. Recovery |
detrimental effect | Target is marked, leaving them vulnerable to marked shots. Marked |
detrimental effect | The target is wrapped in disorientating smoke, confusing them and reducing vision range by 4. Shadow Smoke |
beneficial effect | Countering melee attacks: Has a 29% chance to get an automatic counter attack when avoiding a melee attack. (1.8 counters remaining) Counter Attacking |
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 grave | active |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Premonition (+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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 the fox. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * '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.' * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed electric eel tail. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed pouch of bone giant dust. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed red crystal shard. Ungrol of Last Hope needs your help making an elixir of foundations. 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 vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' | 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 within1 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | 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 | pair of dwarven-steel boots 'Aerytozor' (0 def, 4 armour) pair of dwarven-steel boots 'Aerytozor' (0 def, 4 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Dex / +2 Mag / +2 Wil / +3 Cun Changes resistances: +12% fire Physical save: +7 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) Stun/Freeze immunity: +10% Mana each turn: +0.27 Maximum mana: +44.00 Spell crit. chance: +5% It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 1.2 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 107% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On hands | umbral dwarven-steel gauntlets of dexterity (+4) (0 def, 2 armour) umbral dwarven-steel gauntlets of dexterity (+4) (0 def, 2 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +2 Damage (Melee): 8 darkness Changes stats: +4 Dex Changes resistances: +7% darkness Changes damage: +4% darkness When used to modify unarmed attacks: Base power: 20.5 - 28.7 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +8 Armour Penetration: +9 Crit. chance: +14.0% Attack speed: 125% On weapon hit: * 7% chance to inflict 15% damage reduction Metal gloves protecting the hands up to the middle of the lower arm. |
On head | Yvynne the Blindwill (0 def, 1 armour) Yvynne the Blindwill (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +1 Fatigue: +1% Effects on melee hit: * 30% chance to blind Changes stats: +3 Str / +2 Con Changes resistances: +6% darkness Changes resistances penetration: +5% darkness Light radius: +2 A cap made of leather. |
Tool | Blazeknight (dig speed 30 turns) Blazeknight (dig speed 30 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% * 30% chance to blind Changes stats: +1 Str Changes resistances: +12% acid Changes resistances penetration: +5% acid Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | marksman's gold ring of tenacity marksman's gold ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Disarm immunity: +23% Pinning immunity: +28% Knockback immunity: +22% Maximum life: +22.00 Rings can have magical properties. |
On fingers | solipsist's steel ring of blinding strikes solipsist's steel ring of blinding strikesPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 12% chance to blind Damage (Melee): 27 light Effects on ranged hit: * 12% chance to blind Damage (Ranged): 28 light Changes stats: +5 Cun / +5 Wil Mindpower: +6 (+3 eff.) Rings can have magical properties. |
Around neck | Turomarab TuromarabInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Physical power: +4 (+1 eff.) Changes stats: +3 Str / +2 Dex Physical save: +36 (+12 eff.) Stamina each turn: +0.40 Amulets can have magical properties. |
Main armor | troll-hide hardened leather armour of command (9 def, 11 armour) troll-hide hardened leather armour of command (9 def, 11 armour)Requires: - Strength 16 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +11 Defense: +9 (+3 eff.) Fatigue: +8% Changes stats: +1 Cun Mental save: +10 (+4 eff.) Life regen: +8.10 Maximum life: +43.00 Healing mod.: +18% A suit of armour made of leather. |
Light source | Squalorwinnow SqualorwinnowInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Cun / +5 Wil Changes resistances penetration: +5% nature Critical mult.: +5.00% Mental save: +9 (+3 eff.) Hate when firing a critical mind attack: +1.00 Maximum life: +43.00 Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Cloak | linen cloak 'Hanadutir' (10 def, 12 armour) linen cloak 'Hanadutir' (10 def, 12 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +12 Defense: +10 (+4 eff.) Ranged Defense: +9 (+3 eff.) Changes resistances: +12% cold Changes resistances penetration: +10% physical Changes damage: +3% physical Critical mult.: +3.00% Physical save: +3 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | Cuthylar CuthylarCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Dex / +4 Cun / +5 Lck Changes resistances: +2% physical Trap disarming bonus: +5 Stealth bonus: +6 Spell save: +9 (+5 eff.) Confusion immunity: +5% Stun/Freeze immunity: +20% Infravision radius: +3 A belt that goes around your waist. |
Inventory
This item will automatically be transmogrified when you leave the level. teleportation rune (range 26)teleportation rune (range 26) 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: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 26 with a minimum range of 15. 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. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+3 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet of constitution (+3) copper amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Amulets can have magical properties. |
insulating copper amulet of healing insulating copper amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% cold / +11% fire Cut immunity: +50% Healing mod.: +12% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 234 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. balanced dwarven-steel dagger of erosion (19-24.7 power, 7 apr)balanced dwarven-steel dagger of erosion (19-24.7 power, 7 apr) Requires: - Dexterity 24 Infused by nature 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: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +7 nature / +4 temporal When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +7 (+3 eff.) Disarm immunity: +23% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. elemental iron dagger (10-13 power, 5 apr)elemental iron dagger (10-13 power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Changes resistances penetration: +8% acid / +7% fire / +7% cold / +6% lightning Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. plaguebringer's steel waraxe of vileness (13.5-18.9 power, 3 apr)plaguebringer's steel waraxe of vileness (13.5-18.9 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 13.5 - 18.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 2). On weapon hit: * 12% chance to disease Damage (Melee): +16 blight When wielded/worn: Disease immunity: +15% One-handed war axes. |
Loamwhisper the rough leather belt Loamwhisper the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+0 eff.) Effects on melee hit: * Slows global speed by 30% Changes resistances: +9% nature Changes resistances penetration: +15% lightning Spell save: +6 (+3 eff.) Size category: +1 A belt that goes around your waist. |
Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+5 eff.) Mindpower: +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
This item will automatically be transmogrified when you leave the level. scouring rough leather gloves (0 def, 1 armour)scouring rough leather gloves (0 def, 1 armour) Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Effects when hit in melee: * 15% chance to reduce effective powers by 20% * 17 arcane resource burn Spell save: +9 (+5 eff.) When used to modify unarmed attacks: Base power: 7.5 - 8.3 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 167% On weapon hit: * 19% chance to reduce effective powers by 20% * 16 arcane resource burn Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. cleansing dwarven-steel helm of strength (+2) (0 def, 4 armour)cleansing dwarven-steel helm of strength (+2) (0 def, 4 armour) Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +2 Str Changes resistances: +6% nature / +8% blight 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. cured leather armour of Toknor (2 def, 4 armour)cured leather armour of Toknor (2 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+2 eff.) Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Critical mult.: +10.00% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. duelist's reinforced leather armour (8 def, 12 armour)duelist's reinforced leather armour (8 def, 12 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +12 Defense: +8 (+3 eff.) Fatigue: +8% Changes stats: +4 Cun / +7 Dex A suit of armour made of leather. |
12 agate 12 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. |
69 alchemist agate 69 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. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Aeretta the iron pickaxe (dig speed 40 turns) Aeretta the iron pickaxe (dig speed 40 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Fatigue: -4% Changes stats: +6 Str / +4 Dex Changes damage: +3% physical Life regen: +0.60 Maximum life: +20.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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 (72 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Tyduleg the brass lantern Tyduleg the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Cun Changes resistances penetration: +15% blight Changes damage: +6% mind Grants telepathy: Demon/Minor Demon/Major Mental save: +33 (+11 eff.) Maximum life: +43.00 Light radius: +2 Heals friendly targets nearby when you use a nature summon: +30 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. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 ametrine 4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine 5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon 2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Talzsa the Skeleton Brawler level 9
5th Dusk 122nd year of Ascendancy at 10:43 see stats
By Talzsa the Skeleton Brawler level 10
13rd Dusk 122nd year of Ascendancy at 01:06 see stats
By Talzsa the Skeleton Brawler level 11
17th Dusk 122nd year of Ascendancy at 08:16 see stats
By Talzsa the Skeleton Brawler level 8
9th Flare 122nd year of Ascendancy at 00:56 see stats
By Talzsa the Skeleton Brawler level 11
22nd Dusk 122nd year of Ascendancy at 05:49 see stats
By Talzsa the Skeleton Brawler level 15
8th Haze 122nd year of Ascendancy at 08:00 see stats
Log
Talent Axe Kick is ready to use.
Talent Flurry of Fists is ready to use.
Talent Rush is ready to use.
Rested for 44 turns (stop reason: all resources and life at maximum).
Abidemon the thalore uses Wrath of the Woods.
Abidemon the thalore radiates power.
Ran for 2 turns (stop reason: hostile spotted to the south (Abidemon the thalore - offscreen)).
Talzsa lashes out with a spinning backhand.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Talzsa picks up (i.): scouring rough leather gloves (0 def, 1 armour).
Talzsa picks up (k.): cured leather armour of Toknor (2 def, 4 armour).
Talzsa picks up (g.): plaguebringer's steel waraxe of vileness (13.5-18.9 power, 3 apr).
Abidemon the thalore uses Shadow Shot.
Ran for 2 turns (stop reason: detrimental status effect).
Talzsa is surrounded by a thick smoke.
Talzsa is knocked back!
Abidemon the thalore's Shadow Shot hits Talzsa for (11 resist armour), 162 physical, (11 resist armour), 32 physical, (11 resist armour), 41 physical (235 total damage).
Talzsa is confused and fails to use Bone Armour.
Talzsa is recovering from the damage!
Abidemon the thalore's Steady Shot hits Talzsa for (11 resist armour), 128 physical, (11 resist armour), 32 physical (160 total damage).
Talzsa receives 28 healing.
Talzsa is confused and fails to use Re-assemble.
Talzsa receives 28 healing.
Saving game...