Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! White Monk 1.7.6Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Class+Race Pack 1.7.4Adds several new classes and races: - Moon Fox race: Race that can radically transform class and generic talents by attaching tails to them. This addon also makes a couple other changes to make the Zephyr class work: Other than that, the addon tries not to affect existing classes/races/talents. The new classes won't appear on enemies or Adventurers. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 134953 ===== Credits ===== Sounds: ===== Changelog ===== 1.1.0: 1.0.1: 1.0.0: Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. 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:
Shadow Veil Challenge 1.7.6Gives all player characters a talent similar to Shadow Veil, and disallows player characters from using all other activated talents. Sustained and passive talents are not restricted. Some classes are much easier to win this way than others. Weight: 79652 Changelog1.0.0: 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 Roguelike |
Sex | Female |
Race | Moon Fox |
Class | White Monk |
Level / Exp | 22 / 91% |
Size | medium |
Lifes / Deaths | Killed by ritch flamespitter at level 22 on the 27th Dusk 122nd year of Ascendancy at 03:18 / 1 |
Primary Stats
Strength | 17 (base 10) |
Dexterity | 57 (base 42) |
Constitution | 17 (base 10) |
Magic | 20 (base 10) |
Willpower | 50 (base 47) |
Cunning | 36 (base 19) |
Resources
Life | -255/539 |
Stamina | 11/263 |
Healing Factor | 1.202941519274 |
Regeneration | 3.9095599376403 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +47.99397916134% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 6 |
See Stealth | 39.286009934143 |
See Invisible | 39.286009934143 |
Offense: Barehand
Damage | 78 |
Accuracy | 63 |
Crit Chance | 12% |
APR | 8 |
Speed | 0.80 |
Offense: Spell
Spellpower | 32 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 36 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Physical | +16% |
Darkness | +5% |
Light | +23% |
All | 0% |
Offense: Damage Penetration
Cold | +15% |
Physical | +10% |
Defense: Base
Armour (hardiness) | 33.797957849671 (38.594633868923%) |
Defense | 63 |
Ranged Defense | 63 |
Fatigue | 0 |
Physical Save | 29 |
Spell Save | 22 |
Mental Save | 34 |
Defense: Resistances
Fire | + 19%( 70%) |
Darkness | + 31%( 70%) |
Light | + 52%( 70%) |
Temporal | + 19%( 70%) |
Nature | + 14%( 70%) |
Physical | + 12%( 70%) |
Cold | + 14%( 70%) |
All | + 11%( 70%) |
Defense: Immunities
Pinning Resistance | 27% |
Confusion Resistance | 20% |
Stun Resistance | 10% |
Instadeath Resistance | 100% |
Knockback Resistance | 50% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Cunning / Tactical | 1.30 |
| 1 |
| 3 |
| 0 |
| 0 |
Technique / Agile Combatant | 1.30 |
| 1 |
| 3 |
| 1 |
| 1 |
Technique / Rending | 1.30 |
| 0 |
| 0 |
| 0 |
| 0 |
Technique / Martial Arts | 1.30 |
| 4 |
| 1 |
| 6 |
| 0 |
Technique / Mending | 1.30 |
| 3 |
| 3 |
| 1 |
| 2 |
Generic Talents
Cunning / Survival | 1.00 |
| 2 |
| 0 |
| 0 |
| 0 |
Technique / Fending | 1.30 |
| 8 |
| 0 |
| 0 |
| 0 |
Technique / Combat training | 1.30 |
| 0 |
| 1 |
| 1 |
| 2 |
| 0 |
| 0 |
Effects
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 tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul)As a reward you improved talent Endless Endurance (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the worried loremaster from death by copperhead snake. Escort: worried loremaster (level 4 of Old Forest) | 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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * 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 Possessed. | 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 |
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 within4 lumberjacks have died. | done |
Equipment
On feet | pair of rough leather boots 'Xeruba' (0 def, 1 armour) pair of rough leather boots 'Xeruba' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +1 Fatigue: -5% Changes stats: +5 Str / +3 Dex / +1 Wil / +1 Cun Changes resistances: +1% physical Maximum encumbrance: +24 Physical save: +6 (+3 eff.) A pair of boots made of leather. |
Quiver | Airmalice the pouch of steel shots (18/18, 118% power, 2 apr) Airmalice the pouch of steel shots (18/18, 118% power, 2 apr)Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 2 Power: 119% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +4.5% Capacity: 18 Turns elapse between self-loadings: 3 Damage (Ranged): +4 lightning / +9 cold / +12 mind Damage (radius 1) on hit: +8 mind Damage (radius 2) on crit: +4 mind Shots are used with slings to pummel your foes to death. |
On hands | Starquarry the hardened leather gloves (0 def, 7 armour) Starquarry the hardened leather gloves (0 def, 7 armour)Powered by arcane forces Infused by nature 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +7 Damage (Melee): 5 darkness / 5 physical Changes stats: +6 Cun / +3 Mag Changes resistances: +6% light / +14% darkness Changes damage: +4% physical / +5% darkness / +6% light Reduces incoming crit damage: 10.00% Infravision radius: +2 When used to modify unarmed attacks: Power: 119% Range: 1.1x Uses stats: 60% Wil, 60% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 125% When this weapon hits: Moonlight Ray (20% chance level 3). When this weapon hits: Sand Breath (10% chance level 3). On weapon hit: * 7% chance to reduce damage dealt by 20% Damage (radius 1) on hit: +7 physical Damage (radius 2) on crit: +7 physical / +12 light / +13 darkness It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 48.76 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On head | Tideblack (0 def, 5 armour) Tideblack (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +5 Fatigue: +5% Changes stats: +3 Con Changes resistances penetration: +15% cold Critical mult.: +5.00% Stamina each turn: +1.00 Only die when reaching: -60.00 life Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | iron pickaxe 'Lisuwen' (dig speed 38 turns) iron pickaxe 'Lisuwen' (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour: +2 Defense: +5 (+1 eff.) Fatigue: -5% Changes stats: +2 Str Changes resistances: +9% fire / +3% nature / +3% cold Confusion immunity: +20% Only die when reaching: -60.00 life When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Ce'Nyda Ce'NydaCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +21 (+5 eff.) Defense: +15 (+4 eff.) Damage when hit (Melee): 2 physical Changes stats: +3 Dex Changes damage: +12% physical Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings make your fingers look great! |
On fingers | gold ring 'Bokaran' gold ring 'Bokaran'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Physical crit. chance: +1.0% Physical power: +20 (+6 eff.) Changes stats: +3 Dex / +9 Con Changes resistances penetration: +10% physical Physical save: +14 (+7 eff.) Hate when firing a critical mind attack: +2.00 Rings make your fingers look great! |
Around neck | Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+4 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Main armor | cashmere robe 'Xanothra' (5 def, 5 armour) cashmere robe 'Xanothra' (5 def, 5 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +5 Defense: +5 (+1 eff.) Changes stats: +5 Mag Changes resistances: +8% darkness / +9% temporal / +10% light / +11% all Changes damage: +7% light Mental save: +18 (+8 eff.) Mana each turn: +0.10 Maximum life: +48.00 Maximum mana: +64.00 Spellpower: +24 (+10 eff.) Spell crit. chance: +7% Mindpower: +4 (+2 eff.) Mental crit. chance: +3% Light radius: +2 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(107 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Cloak | cashmere cloak 'Velirada' (19 def, 0 armour) cashmere cloak 'Velirada' (19 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +20 (+5 eff.) Armour penetration: +5 Defense: +19 (+5 eff.) Changes stats: +6 Cun / +4 Dex Critical mult.: +10.00% Physical save: +8 (+4 eff.) Stamina each turn: +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Inventory
Hurosus the Rainwinnow Hurosus the RainwinnowInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 24 Changes stats: +4 Str Changes resistances: +3% cold / +12% temporal Changes resistances penetration: +5% cold Changes damage: +3% mind Pinning immunity: +23% Knockback immunity: +21% Amulets make your neck look great! |
Ulfichik the voratun amulet Ulfichik the voratun amuletInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +12 Str / +2 Mag Changes resistances: +21% light / +19% darkness Changes damage: +18% arcane Blindness immunity: +28% Light radius: +1 Infravision radius: +1 Amulets make your neck look great! |
copper amulet of strength (+3) copper amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Amulets make your neck look great! |
psionicist's steel ring psionicist's steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+3 eff.) Rings make your fingers look great! |
iron greatmaul 'Xuna' (118% power, 1 apr) iron greatmaul 'Xuna' (118% power, 1 apr)Requires: - Strength 11 Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Power: 118% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% Damage (Melee): +9 darkness Damage (radius 2) on crit: +8 physical Damage against: +10% Living When wielded/worn: Changes stats: +3 Str Mental save: +15 (+7 eff.) Stamina each turn: +2.00 Equilibrium when hit: +0.08 Infravision radius: +1 Massive two-handed mauls. |
Aeryma AerymaRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 Travel speed: +200% Damage Shield penetration (this weapon only): +30% Damage (Ranged): +15 fire When wielded/worn: Accuracy: +30 (+7 eff.) Armour penetration: +18 Ammo reloads per turn: +3 Changes stats: +2 Str / +8 Dex Changes resistances penetration: +14% physical / +17% all Changes damage: +15% fire Only die when reaching: -60.00 life Longbows are used to shoot arrows at your foes. |
Chalirak the Naturestone Chalirak the NaturestoneInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +3% blight / +3% cold Changes resistances penetration: +15% nature Changes damage: +6% nature Life regen: +0.80 Healing mod.: +11% A belt that goes around your waist. |
Xanoba (16 def, 6 armour) Xanoba (16 def, 6 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Physical crit. chance: +2.0% Armour: +6 Defense: +16 (+4 eff.) Changes stats: +3 Con / +2 Wil Mental save: +6 (+3 eff.) Only die when reaching: -40.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Layiwe' (12 def, 0 armour) cashmere cloak 'Layiwe' (12 def, 0 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +12 (+3 eff.) Changes stats: +3 Cun / +5 Wil Changes resistances penetration: +15% mind Physical save: +15 (+8 eff.) Spell save: +3 (+1 eff.) Mental save: +10 (+5 eff.) Only die when reaching: -50.00 life Maximum vim: +20.00 Mental crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Jetreaper' (6 def, 2 armour) linen cloak 'Jetreaper' (6 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour penetration: +1 Physical crit. chance: +2.0% Physical power: +2 (+0 eff.) Armour: +2 Defense: +6 (+2 eff.) Fatigue: -2% Changes stats: +3 Cun Changes resistances penetration: +5% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+3 eff.) Damage when hit (Melee): 10 cold Changes resistances: +7% all / +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent masteries: +0.30 Spell / Glacial waste +0.30 Spell / Rime wraith +0.30 Spell / Water +0.30 Spell / Frost alchemy +0.30 Spell / Grave +0.30 Spell / Ice Spellpower: +5 (+2 eff.) Movement speed: +15% Talent on hit(spell): Water Jet (5% chance level 1). This deep blue robe flows and ripples as if pushed by an invisible tide. |
Flamecast the pair of iron boots (0 def, 5 armour) Flamecast the pair of iron boots (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +3 Physical power: +15 (+5 eff.) Armour: +5 Fatigue: +2% Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 18 Changes damage: +3% fire Only die when reaching: -40.00 life Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
insulating pair of iron boots (0 def, 3 armour) insulating pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +6% fire / +6% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
hardened leather gloves 'Fulolechak' (0 def, 2 armour) hardened leather gloves 'Fulolechak' (0 def, 2 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +6 (+1 eff.) Armour: +2 Changes stats: +8 Mag Changes damage: +10% arcane Physical save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +30% Mana when firing critical spell: +1.00 Maximum vim: +20.00 Spellpower: +5 (+2 eff.) Spell crit. chance: +1% When used to modify unarmed attacks: Power: 115% Range: 1.1x Uses stats: 60% Wil, 60% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +7 Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 125% When this weapon hits: Perfect Control (10% chance level 3). Damage (Melee): +10 arcane Damage (radius 2) on crit: +15 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets (0 def, 1 armour) iron gauntlets (0 def, 1 armour)Requires: - Heavy armour training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% When used to modify unarmed attacks: Power: 101% Range: 1.4x Uses stats: 60% Wil, 60% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 100% Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves (0 def, 1 armour) rough leather gloves (0 def, 1 armour)1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 When used to modify unarmed attacks: Power: 95% Range: 1.1x Uses stats: 60% Wil, 60% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 125% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves 'Cracklethorn' (0 def, 1 armour) rough leather gloves 'Cracklethorn' (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +1 Damage when hit (Melee): 6 lightning Changes stats: +3 Str Changes resistances: +3% lightning / +3% cold / +9% mind Changes resistances penetration: +10% cold Changes damage: +3% lightning When used to modify unarmed attacks: Power: 102% Range: 1.1x Uses stats: 60% Wil, 60% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 125% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Silureriwen (0 def, 3 armour) Silureriwen (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +1% Changes resistances: +6% fire / +3% mind / +6% cold Disease immunity: +20% Life regen: +4.00 Maximum life: +20.00 A cap made of leather. |
rough leather cap of strength (+2) (0 def, 1 armour) rough leather cap of strength (+2) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Str A cap made of leather. |
Behemoth Hide (4 def, 6 armour) Behemoth Hide (4 def, 6 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +4 (+1 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +10% Changes stats: +5 Str / +3 Con Maximum encumbrance: +20 Knockback immunity: +50% Life regen: +2.00 Stamina each turn: +1.00 Maximum life: +45.00 Maximum stamina: +45.00 Size category: +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
rough leather armour (3 def, 2 armour) rough leather armour (3 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% A suit of armour made of leather. |
8 agate 8 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. |
168 alchemist agate 168 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. |
5 aquamarine 5 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. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz 7 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 36 turns) iron pickaxe of endurance (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 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. |
Bigen the brass lantern Bigen the brass lanternPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Damage when hit (Melee): 11 fire Changes resistances: +6% blight / +6% fire Critical mult.: +20.00% Maximum stamina: +10.00 Spell crit. chance: +2% Light radius: +3 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. |
Pitchreeve PitchreeveCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 20% Changes stats: +3 Dex / +1 Mag Light radius: +5 Infravision radius: +1 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. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 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 (+1 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. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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 Activation costs 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) 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. |
Broderach [power 110] (15 cooldown) Broderach [power 110] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes stats: +3 Str / +1 Dex Mana each turn: +0.16 Mana when firing critical spell: +1.00 Light radius: +3 Infravision radius: +2 It can be used to sting an enemy dealing 110 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
3 amethyst 3 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. |
3 ametrine 3 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: +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. |
9 zircon 9 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 Veil 20! the Moon Fox White Monk level 8
7th Mirth 122nd year of Ascendancy at 14:49 see stats
By Veil 20! the Moon Fox White Monk level 21
26th Dusk 122nd year of Ascendancy at 06:02 see stats
By Veil 20! the Moon Fox White Monk level 10
1st Flare 122nd year of Ascendancy at 11:24 see stats
By Veil 20! the Moon Fox White Monk level 20
20th Dusk 122nd year of Ascendancy at 14:07 see stats
By Veil 20! the Moon Fox White Monk level 11
7th Flare 122nd year of Ascendancy at 19:46 see stats
By Veil 20! the Moon Fox White Monk level 7
1st Mirth 122nd year of Ascendancy at 03:32 see stats
By Veil 20! the Moon Fox White Monk level 6
78th Pyre 122nd year of Ascendancy at 22:26 see stats
By Veil 20! the Moon Fox White Monk level 20
21st Dusk 122nd year of Ascendancy at 02:20 see stats
By Veil 20! the Moon Fox White Monk level 14
8th Dusk 122nd year of Ascendancy at 21:59 see stats
Log
Veil 20! hits Copperhead snake for 8 light, 3 physical (11 total damage).
Veil 20! hits Belarin the brown bear for 45 darkness, 2 physical, 8 light, 2 darkness, 3 physical (61 total damage).
Bleeding from Elynor the large white snake hits Veil 20! for (18 flat reduction), 0 physical (0 total damage).
Burning from Elynor the large white snake hits Veil 20! for (21 flat reduction), 0 fire (0 total damage).
Godhemina the hornet swarm isn't moving as defensively anymore.
Belarin the brown bear misses Veil 20!.
Wrathroot casts Freeze.
Veil 20! resists!
Wrathroot hits Veil 20! for (25 flat reduction), (71 deflected), 71 cold (71 total damage).
Aryvena the large white snake uses Feed.
Turtle uses Taunt.
Shadow misses Veil 20!.
Something absorbs some damage. Aryvena the large white snake is closer to nature.
Veil 20! hits Something for 12 light, 4 physical (16 total damage).
Veil 20! hits Shadow for 18 light, 4 physical (23 total damage).
Veil 20! hits Orc grand master assassin for 9 light, 4 physical (13 total damage).
Veil 20! receives 14 healing.
Veil 20! hits Aryvena the large white snake for 9 light, 3 physical (12 total damage).
Veil 20! hits Something for 9 light, 4 physical (13 total damage).
Veil 20! hits Elynor the large white snake for 46 darkness, 3 physical, 9 light, 3 darkness, 4 physical (64 total damage).
Bleeding from Elynor the large white snake hits Veil 20! for (18 flat reduction), 0 physical (0 total damage).
Burning from Elynor the large white snake hits Veil 20! for (21 flat reduction), 0 fire (0 total damage).
Melee retaliation hits Veil 20! for (3 flat reduction), 0 cold, 0 arcane, (6 flat reduction), 0 darkness (0 total damage).
Elynor the large white snake uses Block.
Midge swarm misses Veil 20!.
Aryvena the large white snake shoves Elynor the large white snake aside.
Midge swarm misses Veil 20!.
Ritch flamespitter spits flames!
Ritch flamespitter hits Veil 20! for (25 flat reduction), (61 deflected), 61 fire (61 total damage).
Veil 20! the level 22 moon fox white monk was fried to death by a ritch flamespitter on level 4 of Old Forest.