Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
Addons | Quick Drown NPCs 1.2.1New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Ashes of Urh'Rok 1.2.4Official 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 1.2.0Donators/Buyers bonus! ZOmnibus Addon Pack 1.2.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Cornac |
Class | Adventurer |
Level / Exp | 20 / 85% |
Size | medium |
Lifes / Deaths | Killed by Forest Troll Hedge-Wizard at level 7 on the 7th Flare 122nd year of Ascendancy at 02:18 0 / 6Killed by Yvilema the sick war bear at level 10 on the 6th Dusk 122nd year of Ascendancy at 03:41 Killed by ritch flamespitter at level 10 on the 6th Dusk 122nd year of Ascendancy at 18:50 Killed by Xerakira the dredgling at level 19 on the 43rd Dusk 122nd year of Ascendancy at 21:43 Killed by Minotaur of the Labyrinth at level 20 on the 44th Dusk 122nd year of Ascendancy at 16:26 Killed by Isita the thief at level 20 on the 50th Dusk 122nd year of Ascendancy at 18:41 |
Primary Stats
Strength | 40 (base 27) |
Dexterity | 20 (base 12) |
Constitution | 20 (base 12) |
Magic | 38 (base 36) |
Willpower | 21 (base 13) |
Cunning | 33 (base 23) |
Resources
Mana | 212/269 |
Psi | 91/91 |
Vim | 0/143 |
Life | -7/533 |
Hate | 1/107 |
Stamina | 20/106 |
Equilibrium | 10 |
Healing Factor | 1.51 |
Regeneration | 4.0015 |
Speed
Mental | +7.0042218608739% |
Attack | 0% |
Movement | +10% |
Spell | +7.0042218608739% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
See Invisible | 2 |
Offense: Mainhand
Damage | 41 |
Accuracy | 45 |
Crit Chance | 16% |
APR | 11 |
Speed | 0.93 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 49.50622868248 |
Crit Chance | 16% |
Speed | 0.93454256533933 |
Offense: Mind
Mindpower | 25.45 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 84.552849226646 (89.117647058824%) |
Defense | 22.25 |
Ranged Defense | 22.25 |
Fatigue | 31 |
Physical Save | 24 |
Spell Save | 26.325 |
Mental Save | 22.95 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Disarm Resistance | 40% |
Confusion Resistance | 0% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 187 life over 5 turns. Its effects scale with your Constitution stat. |
Class Talents
Cunning / Shadow magic | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Corruption / Torture | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Absorption | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Doom shield | 1.00 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Ooze | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Force of will | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Corruption / Black-magic | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
talent | Shadow Feed |
talent | Shadow Combat |
talent | Thermal Shield |
talent | Mitosis |
talent | Kinetic Shield |
talent | Bleak Outcome |
talent | Deflection |
talent | Hardened Core |
talent | Beyond the Flesh |
detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
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 lost anorithil to the recall portal on level 2 of Heart of the Gloom. Escort: lost anorithil (level 2 of Heart of the Gloom)As a reward you improved Cunning by +2. | done |
You failed to protect the lost sun paladin from death by ritch flamespitter. Escort: lost sun paladin (level 1 of Heart of the Gloom) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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. | 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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * '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 vial of greater demon bile. Don't drink it, even if it tells you to.' | 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 within | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | active |
Equipment
Psionic focus | Kor's Fall (10-12 power, 0 apr, physical element) Kor's Fall (10-12 power, 0 apr, physical element)Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 Base power: 10.0 - 12.0 Uses stat: 110% Mag Damage type: Darkness Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 6 power out of 6/6) : Effective talent level: 3.3 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 144.50 physical damage to all targets in line. The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
On hands | Fists of the Desert Scorpion (8 def, 4 armour) Fists of the Desert Scorpion (8 def, 4 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 Changes stats: +3 Str / +3 Cun / +3 Wil Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 It can be used to activate talent Mindhook (costing 16 power out of 24/24) : Effective talent level: 4.0 Power cost: 16 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Light source | bright brass lantern of health bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 Light radius: +5 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 | bladed dwarven-steel helm of strength (+5) (0 def, 4 armour) bladed dwarven-steel helm of strength (+5) (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 7 physical Changes stats: +5 Str It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 127.1 Physical damage. If the attack hits, the target is confused (33% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On feet | pair of rough leather boots 'Shadedream' (0 def, 1 armour) pair of rough leather boots 'Shadedream' (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * Slows global speed by 15% Changes resistances: +3% nature Changes resistances penetration: +10% darkness Changes damage: +3% darkness Physical save: +7 Spell save: +6 Mental save: +7 A pair of boots made of leather. |
Tool | Yvurenor the iron torque of mindblast [power 89] (12/6 cooldown) Yvurenor the iron torque of mindblast [power 89] (12/6 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Armour penetration: +1 Changes resistances: +1% physical Maximum life: +30.00 It can be used to fire a blast of psionic energies in a beam (dam 44-89), placing all other charms into a 6 cooldown. Torques are made by powerful psionics to store psionic powers. |
On fingers | steel ring 'Blazestake' steel ring 'Blazestake'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 Fatigue: -5% Effects on melee hit: * 11% chance to cause random insanity Damage (Melee): 5 bleed Effects on ranged hit: * 13% chance to cause random insanity Damage (Ranged): 5 bleed Changes stats: +5 Str / +2 Cun / +4 Con Changes resistances penetration: +10% blight Changes damage: +6% light Maximum encumbrance: +20 Spell save: +3 Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 Damage Shield penetration: +30% It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 29%. Rings can have magical properties. |
On fingers | Tulyzor the Sunobeisance Tulyzor the SunobeisanceInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 Changes stats: +4 Dex / +2 Mag / +2 Wil Changes resistances: +12% physical Changes damage: +6% light / +12% physical Life regen: +0.70 Mana each turn: +0.04 Maximum life: +52.00 Healing mod.: +11% Rings can have magical properties. |
Around neck | wanderer's steel amulet wanderer's steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +4 Dex / +3 Cun / +4 Con Life regen: +0.50 Stamina each turn: +0.30 Movement speed: +10% Amulets can have magical properties. |
In main hand | Ivovea (16.5-23.1 power, 3 apr) Ivovea (16.5-23.1 power, 3 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 2 Base power: 16.5 - 23.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage Shield penetration (this weapon only): +30% Damage (Melee): +16 lightning / +12 blight When wielded/worn: Armour penetration: +7 Physical crit. chance: +6.0% Changes damage: +3% arcane Critical mult.: +11.00% Spell save: +3 Mana when firing critical spell: +1.00 Sharp, long, and deadly. |
Around waist | 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. |
In off hand | Wrathroot's Barkwood (9 def, 10 armour, 26.5 dam, 60 block) Wrathroot's Barkwood (9 def, 10 armour, 26.5 dam, 60 block)Requires: - Strength 25 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 26.5 - 37.1 Uses stat: 150% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.0% Block value: +60 When wielded/worn: Armour: +10 Defense: +9 Fatigue: +14% Changes resistances: +20% cold / +20% darkness / +20% nature Talent granted: +3 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
Cloak | Wrap of Stone (0 def, 10 armour) Wrap of Stone (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.10 Spell / Stone +0.20 Spell / Earth Spellpower: +6 It can be used to activate talent Stone Wall (costing 60 power out of 60/60) : Effective talent level: 1.2 Power cost: 60 out of 60/60. Range: 7 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 6 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 116.63 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
Main armor | impenetrable steel plate armour of Eyal (4 def, 16 armour) impenetrable steel plate armour of Eyal (4 def, 16 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +16 Defense: +4 Fatigue: +22% Life regen: +1.20 Maximum life: +48.00 Healing mod.: +10% A suit of armour made of metal plates. |
Inventory
manasurge rune (600% regen over 10 turns; 30 instant mana) manasurge rune (600% regen over 10 turns; 30 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 600% over 10 turns and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. 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 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... |
Camigorn the Blindhacker Camigorn the BlindhackerInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 8 light Changes stats: +3 Wil Changes damage: +6% light Amulets can have magical properties. |
warrior's copper ring of tenacity warrior's copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Disarm immunity: +20% Pinning immunity: +22% Knockback immunity: +20% Maximum life: +22.00 Rings can have magical properties. |
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 Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a tidal wave, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
Xanirin the steel ring Xanirin the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +2 Defense: +6 Fatigue: -2% Changes stats: +3 Cun / +1 Str Life regen: +0.60 Rings can have magical properties. |
Murkparry (27-40.5 power, 2 apr) Murkparry (27-40.5 power, 2 apr)Requires: - Strength 16 Infused by nature Crafted by a master 5.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 27.0 - 40.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% Damage (Melee): +23 insidious poison Burst (radius 2) on crit: +4 acid When wielded/worn: Accuracy: +18 Defense: +17 Damage when hit (Melee): 16 darkness Changes resistances: +3% acid Massive two-handed mauls. |
Flashrip the steel longsword (13-18.2 power, 3 apr) Flashrip the steel longsword (13-18.2 power, 3 apr)Requires: - Strength 16 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 2 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +6 acid / +6 temporal / +5 nature When wielded/worn: Physical crit. chance: +5.0% Effects on melee hit: * 30% chance to daze Changes damage: +6% lightning Sharp, long, and deadly. |
Ivegawe the rough leather belt Ivegawe the rough leather beltInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Dex Changes resistances: +1% physical Maximum encumbrance: +10 Physical save: +6 Mindpower: +4 A belt that goes around your waist. |
Blindrazor the cashmere cloak (2 def, 0 armour) Blindrazor the cashmere cloak (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour penetration: +4 Physical crit. chance: +2.0% Physical power: +4 Defense: +2 Fatigue: -4% Effects on melee hit: * 30% chance to blind Changes damage: +6% light Reduces incoming crit damage: 10.00% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eilinoldalle the Pyrebender (0 def, 0 armour) Eilinoldalle the Pyrebender (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +4 Mag / +6 Wil / +1 Cun Changes resistances: +9% fire Changes damage: +7% all Spell save: +16 Mental save: +3 Mana each turn: +0.16 Psi each turn: +0.18 Spellpower: +15 Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
traveler's pair of iron boots of tirelessness (0 def, 3 armour) traveler's pair of iron boots of tirelessness (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -3% Maximum encumbrance: +20 Physical save: +6 Stamina each turn: +0.40 Maximum stamina: +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Aeronik the Gloomstun (0 def, 1 armour) Aeronik the Gloomstun (0 def, 1 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +7 Armour: +1 Changes stats: +3 Str Changes resistances: +3% darkness Grants telepathy: Demon/Minor Demon/Major Maximum hate: +4.00 Metal gloves protecting the hands up to the middle of the lower arm. |
Torydir the Coalmaim (0 def, 1 armour) Torydir the Coalmaim (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 10% chance to gain 10% of a turn Changes stats: +3 Mag Changes damage: +3% arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Hyrand the linen wizard hat (1 def, 0 armour) Hyrand the linen wizard hat (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes resistances: +16% lightning Changes resistances penetration: +5% acid Changes damage: +11% lightning Blindness immunity: +10% Poison immunity: +5% A pointy cloth hat, very wizardly... |
Malolin (2 def, 6 armour) Malolin (2 def, 6 armour)Requires: - Strength 20 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 Fatigue: +14% Changes stats: +1 Dex / +1 Con Changes resistances: +17% cold / +3% temporal Physical save: +6 A suit of armour made of mail. |
Cuthavor the dwarven-steel plate armour (5 def, 11 armour) Cuthavor the dwarven-steel plate armour (5 def, 11 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Accuracy: +2 Armour penetration: +1 Armour: +11 Defense: +5 Fatigue: +24% Changes stats: +3 Mag Changes resistances: +7% arcane Reduces incoming crit damage: 15.00% Spell save: +18 A suit of armour made of metal plates. |
Zanasta the steel shield (6 def, 2 armour, 12.5 dam, 41.5 block) Zanasta the steel shield (6 def, 2 armour, 12.5 dam, 41.5 block)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 12.5 - 15.0 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +42 Damage (Melee): +11 cold When wielded/worn: Armour: +2 Defense: +6 Ranged Defense: +6 Fatigue: +8% Effects on melee hit: * 10% chance to disease Damage (Melee): 5 cold Damage when hit (Melee): 12 ice Changes resistances: +6% mind Talent granted: +2 Block Spell save: +3 Handheld deflection devices. |
2 opal 2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
2 amethyst 2 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% Gems can be sold for money or used in arcane rituals. |
watchleader's brass lantern watchleader's brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Blindness immunity: +20% Confusion immunity: +11% Light radius: +6 See stealth: +7 See invisible: +6 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 30 for 7 turns. The radius will increase with your Cunning. 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. |
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, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Gives a 25% chance to shrug off up to three stuns, pins, and dazes each turn, with a 10 turn cooldown. 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. |
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. |
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, 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. |
Bleaklace [power 37] (12/26 cooldown) Bleaklace [power 37] (12/26 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes resistances penetration: +10% darkness Spell crit. chance: +2% It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 37 for 7 turns, placing all other charms into a 26 cooldown. Torques are made by powerful psionics to store psionic powers. |
Arthymahell [power 39] (12/30 cooldown) Arthymahell [power 39] (12/30 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +2 Cun Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +1.00 Maximum hate: +2.00 It can be used to harden the skin for 7 turns increasing armour by 39 and armour hardiness by 40%, placing all other charms into a 30 cooldown. Natural totems are made by powerful wilders to store nature power. |
Hachik the Radianceblood [power 10] (12/6 cooldown) Hachik the Radianceblood [power 10] (12/6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Defense: +4 Ranged Defense: +4 Changes resistances: +3% light Maximum vim: +5.00 It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 10), placing all other charms into a 6 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Rod of Asphyxiation Rod of AsphyxiationPowered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / wand It can be used to asphyxiate an unsuspecting target, costing 6 power out of 80/80. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Achievements
By blehg the Cornac Adventurer level 12
7th Dusk 122nd year of Ascendancy at 18:46 see stats
By blehg the Cornac Adventurer level 10
9th Flare 122nd year of Ascendancy at 04:09 see stats
By blehg the Cornac Adventurer level 20
43rd Dusk 122nd year of Ascendancy at 23:05 see stats
By blehg the Cornac Adventurer level 10
2nd Dusk 122nd year of Ascendancy at 17:13 see stats
By blehg the Cornac Adventurer level 15
18th Dusk 122nd year of Ascendancy at 04:14 see stats
By blehg the Cornac Adventurer level 20
44th Dusk 122nd year of Ascendancy at 14:37 see stats
Log
You have deflected 1 incoming damage!
Lava floor burns blehg!
Isita the thief hits blehg for (7 to psi shield), (1 deflected), 26 fire (26 total damage).
Isita the thief speeds up.
Isita the thief stops burning.
Lava floor heals Isita the thief!
blehg hits Isita the thief for 2 physical damage.
Isita the thief receives 33 healing.
Blehg stops regenerating health quickly.
You have deflected 1 incoming damage!
Lava floor burns blehg!
blehg shares damage with her oozes!
Isita the thief hits blehg for (7 to psi shield), (1 deflected), 12 fire (12 total damage).
Lava floor heals Isita the thief!
Isita the thief receives 33 healing.
blehg hits Isita the thief for 2 physical damage.
Lava floor burns blehg!
blehg shares damage with her oozes!
Isita the thief hits blehg for (7 to psi shield), 13 fire (13 total damage).
Talent Teleport is ready to use.
Lava floor heals Isita the thief!
Isita the thief activates Shield Wall.
Isita the thief receives 33 healing.
Isita the thief stops bleeding.
You have deflected 1 incoming damage!
Isita the thief deactivates Fearscape.
Saving game...