
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: 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:
Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
Some changes Infinite Dungeon 1.7.6Some changes for Infinite Dungeon Class: Spellweaver 1.7.6Adds the Spellweaver, a Mage subclass who creates custom spells with Spellweaving components. Note: If you need to make a bug report, please use the forum thread: https://forums.te4.org/viewtopic.php?f=50&t=53519 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:
Faetouched Collection 1.7.0In the realm of Titania, the Midsummer Queen, there live the Faeries, mystical beings as graceful as they are fickle. Drama and mayhem spring forth wherever they walk, and those whose lives they touch are forever changed, their fates intertwined with that of the mysterious Faesong. Luminously-beautiful and deadly, those who learn to ride its mercurial ebbs and flows shall wield power far beyond mortal magic. New paths opened by the Fae currently include: Charmed (class): Ordinary creatures drawn haplessly into the faeries' mischief. Adapt to their capricious will and unleash havoc upon the battlefield in a chaotic flash of mist-woven steel! Wood Sprite (race): Eyal-born faeries of wood and wind, mischievous and mobile. Unburdened by heavy armour, fly circles around your witless adversaries before sending them peacefully to their graves in a gentle Midsummer Dream! Moonchild (class): Unfortunate souls infused with the faeries' magic from birth, bent by its will as they bend it to theirs. Shattered between Spring's slothful light and Autumn's merciless chill, find peace within your broken halves to dominate any who oppose you with peerlessly destructive and illusive magic! Fetch (race): Wretched imitations of mortals created by and for the faeries' fancy, forever yearning to be whole. Shatter your body and soul to shift your identity and avoid danger, and mimic the talents of others to make yourself at last complete! Additionally includes a new starting scenario with original art, music, and dialogue, 7 new artifacts, 6 new enemy mobs, and an unlockable Fae-Drake category for Wyrmic. The realm of the Fae is ever-changing, and new paths may yet open in the future! Look not with your eyes, adventurer. The beauty you see hides terror beyond reckoning. 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 | Infinite |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Higher |
Class | Sun Paladin |
Level / Exp | 6 / 38% |
Size | medium |
Lifes / Deaths | Killed by fearful symmetry at level 6 on the 79th Pyre 122nd year of Ascendancy at 21:40 / 1 |
Primary Stats
Strength | 26 (base 24) |
Dexterity | 13 (base 10) |
Constitution | 10 (base 10) |
Magic | 27 (base 26) |
Willpower | 11 (base 10) |
Cunning | 10 (base 10) |
Resources
Life | -4/219 |
Positive | 35/65 |
Stamina | 118/118 |
Healing Factor | 1 |
Regeneration | 0.25 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
See Stealth | 6 |
See Invisible | 7 |
Offense: Mainhand
Damage | 36 |
Accuracy | 32 |
Crit Chance | 4% |
APR | 1 |
Speed | 1.00 |
Offense: Spell
Spellpower | 23 |
Crit Chance | 1% |
Speed | 1 |
Offense: Mind
Mindpower | 11 |
Crit Chance | 1% |
Speed | 1 |
Offense: Damage Bonus
Temporal | +4% |
Defense: Base
Armour (hardiness) | 14.118138619369 (56.297102139833%) |
Defense | 9 |
Ranged Defense | 9 |
Fatigue | 18 |
Physical Save | 12 |
Spell Save | 13 |
Mental Save | 13 |
Defense: Resistances
Temporal | + 5%( 70%) |
Physical | + 5%( 70%) |
Fire | + 15%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
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
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Sun | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Higher | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Effects
Quests
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 3): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
Tool | ![]() soldier's iron pickaxe (dig speed 19 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour: +2 (-) Defense: +4 (+4 eff.) (-) Changes stats: +1(-) Str Changes resistances: +5%(-) physical When carried: Talents granted: +1.00(-) Dig Allows you to dig a wall, remove a tree, create ways. |
On hands | ![]() temporal iron gauntlets of dexterity (+2) (0 def, 1 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+5 eff.) (-) Armour: +1 (-) Fatigue: +1% (-) Damage (Melee): 6(-) temporal Damage (Ranged): 6(-) temporal Changes stats: +2(-) Dex Changes resistances: +5%(-) temporal Changes damage: +4%(-) temporal When used to modify unarmed attacks: Base power: 11.5 - 16.1 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +5 (-) Armour Penetration: +3 (-) Crit. chance: +6.0% (-) Attack speed: 83% (-) On weapon hit: * 6% chance to gain 10% of a turn (3/turn limit) Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() iron mail armour 'Noonwilter' (2 def, 4 armour) Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Physical crit. chance: +1.0% (-) Armour: +4 (-) Defense: +2 (+2 eff.) (-) Fatigue: +12% (-) Damage when hit (Melee): 2(-) light Changes resistances: +15%(-) fire Light radius: +2 (-) A suit of armour made of mail. |
On head | ![]() iron helm (0 def, 3 armour) Requires: - Heavy armour training 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +5% (-) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Light source | ![]() bright brass lantern of clarity Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +6 (+6 eff.) (-) Light radius: +5 (-) See stealth: +6 (-) See invisible: +7 (-) 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 | ![]() resilient linen cloak (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Maximum life: +31.00 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
In main hand | ![]() iron greatsword (17-27 power, 1 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 17.0 - 27.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 (-) Crit. chance: +2.5% (-) Attack speed: 100% (-) Massive two-handed swords. |
Inventory
![]() 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: 4 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 13%, your defense is increased by 13 and all your resistances by 13%. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() copper amulet 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 Amulets make your neck look great! |
![]() This item will automatically be transmogrified when you leave the level. elm starstaff of illumination (10-12 power, 2 apr, light element) Requires: - Magic 11 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0(-7.0 - -15.2) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 (+1) Crit. chance: +2.5% (-) Attack speed: 100% (-) When wielded/worn: Defense: +6 (+6 eff.) Changes damage: +10% light Talent granted: +1 Command Staff Spellpower: +3 (+2 eff.) Spell crit. chance: +1% Light radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 48.86 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() This item will automatically be transmogrified when you leave the level. balanced iron greatmaul (16-24 power, 1 apr) Requires: - Strength 11 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 16.0 - 24.0(-1.0 - -3.2) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 (-) Crit. chance: +0.5% (-2.0%) Attack speed: 100% (-) When wielded/worn: Accuracy: +9 (+5 eff.) Defense: +7 (+7 eff.) Disarm immunity: +31% Massive two-handed mauls. |
![]() This item will automatically be transmogrified when you leave the level. Mayetta (12-18 power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 12.5 - 17.5(-4.5 - -9.7) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 (+1) Crit. chance: +2.5% (-) Attack speed: 100% (-) When wielded/worn: Accuracy: +5 (+3 eff.) Defense: +5 (+5 eff.) Damage when hit (Melee): 4 mind Changes resistances: +3% light Disarm immunity: +20% Hate when firing a critical mind attack: +2.00 Sharp, long, and deadly. |
![]() This item will automatically be transmogrified when you leave the level. iron longsword (12-16 power, 2 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.5 - 16.1(-5.5 - -11.1) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 (+1) Crit. chance: +2.5% (-) Attack speed: 100% (-) Sharp, long, and deadly. |
![]() This item will automatically be transmogrified when you leave the level. Torchquill the iron mace (16-23 power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 16.5 - 23.1(-0.5 - -4.1) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 (+1) Crit. chance: +0.5% (-2.0%) Attack speed: 100% (-) When wielded/worn: Changes resistances: +3% mind / +3% fire Stun/Freeze immunity: +10% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Blunt and deadly. |
![]() iron mace (12-18 power, 2 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 12.5 - 17.5(-4.5 - -9.7) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 (+1) Crit. chance: +0.5% (-2.0%) Attack speed: 100% (-) Blunt and deadly. |
![]() This item will automatically be transmogrified when you leave the level. flaming iron waraxe (11-15 power, 2 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.0 - 15.4(-6.0 - -11.8) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 (+1) Crit. chance: +3.5% (+1.0%) Attack speed: 100% (-) Damage (radius 1) on hit: +6 fire One-handed war axes. |
![]() This item will automatically be transmogrified when you leave the level. flaming iron waraxe (12-16 power, 2 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.5 - 16.1(-5.5 - -11.1) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 (+1) Crit. chance: +3.5% (+1.0%) Attack speed: 100% (-) Damage (radius 1) on hit: +5 fire One-handed war axes. |
![]() This item will automatically be transmogrified when you leave the level. Voidwend the iron dagger (10-14 power, 5 apr) Requires: - Dexterity 11 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7(-6.5 - -13.6) Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 (+4) Crit. chance: +4.0% (+1.5%) Attack speed: 100% (-) On weapon hit: * 10 arcane resource burn * 10% chance to reduce damage dealt by 6% Damage (Melee): +5 darkness Damage against: +6% Living When wielded/worn: Effects on melee hit: * 20 arcane resource burn Sharp, short and deadly. |
![]() This item will automatically be transmogrified when you leave the level. nature's mossy mindstar of resolve (2-3 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8(-14.5 - -24.5) Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 (+11) Crit. chance: +2.5% (-) Attack speed: 100% (-) When wielded/worn: Changes stats: +3 Wil Changes resistances: +3% blight Changes damage: +3% nature Talent granted: +1 Attune Mindstar Spell save: +3 (+3 eff.) Disease immunity: +10% Mindpower: +2 (+2 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() This item will automatically be transmogrified when you leave the level. ranger's elm longbow Requires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +0 (-1) Crit. chance: +0.0% (-2.5%) Attack speed: 100% (-) Firing range: +7 When wielded/worn: Changes stats: +3 Dex Longbows are used to shoot arrows at your foes. |
![]() Gavena (0 def, 2 armour, 8-10 power, 18 block) Requires: - Shield usage training - Strength 11 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 8.5 - 10.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +18 When wielded/worn: Armour: +2 Fatigue: +8% Changes resistances: +1% physical / +16% cold Talent granted: +1 Block Confusion immunity: +20% Handheld deflection devices. |
![]() Requires: - Shield usage training - Strength 11 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 8.5 - 10.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +20 When wielded/worn: Armour: +2 Fatigue: +8% Talent granted: +1 Block Handheld deflection devices. |
![]() iron shield 'Glitterwinter' (0 def, 2 armour, 9-11 power, 19.5 block) Requires: - Shield usage training - Strength 11 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 9.0 - 10.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +20 Damage (Melee): +4 mind / +4 light When wielded/worn: Armour: +2 Fatigue: +8% Changes resistances: +15% lightning / +3% light Changes damage: +9% nature Talent granted: +1 Block Handheld deflection devices. |
![]() This item will automatically be transmogrified when you leave the level. linen robe (0 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Physical crit. chance: +0.0% (-1.0%) Armour: +0 (-4) Defense: +0 (+0 eff.) (-2 (-2 eff.)) Fatigue: +0% (-12%) Damage when hit (Melee): 0(-2) light Changes resistances: +0%(-15%) fire / +7% all Light radius: +0 (-2) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() This item will automatically be transmogrified when you leave the level. Glowbore the iron mail armour (2 def, 4 armour) Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Physical crit. chance: +0.0% (-1.0%) Armour: +4 (-) Defense: +2 (+2 eff.) (-) Fatigue: +12% (-) Damage when hit (Melee): 0(-2) light Changes resistances: +0%(-15%) fire / +15% cold Changes damage: +3% light Spell save: +9 (+8 eff.) Light radius: +0 (-2) Healing mod.: +5% A suit of armour made of mail. |
![]() iron mail armour (2 def, 4 armour) Requires: - Heavy armour training - Strength 14 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Physical crit. chance: +0.0% (-1.0%) Armour: +4 (-) Defense: +2 (+2 eff.) (-) Fatigue: +12% (-) Damage when hit (Melee): 0(-2) light Changes resistances: +0%(-15%) fire Light radius: +0 (-2) A suit of armour made of mail. |
![]() Prismweeper the rough leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +2 (+1 eff.) Damage when hit (Melee): 2 physical Changes resistances: +2% physical Spell save: +6 (+6 eff.) Size category: +1 A belt that goes around your waist. |
![]() insulating rough leather belt of transcendence Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% fire / +6% cold Physical save: +6 (+6 eff.) Mindpower: +3 (+3 eff.) A belt that goes around your waist. |
![]() This item will automatically be transmogrified when you leave the level. enveloping linen cloak (7 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+7 eff.) (+6 (+6 eff.)) Physical save: +5 (+5 eff.) Maximum life: +0.00 (-31.00) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() This item will automatically be transmogrified when you leave the level. iron helm (0 def, 3 armour) Requires: - Heavy armour training 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +5% (-) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.00 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. |
![]() brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +0 (+0 eff.) (-6 (-6 eff.)) Light radius: +3 (-2) See stealth: +0 (-6) See invisible: +0 (-7) 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. |
![]() iron pickaxe (dig speed 36 turns) 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour: +0 (-2) Defense: +0 (+0 eff.) (-4 (-4 eff.)) Changes stats: +1(-) Str Changes resistances: +0%(-5%) physical When carried: Talents granted: +1.00(-) Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered 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. |
Achievements
Log
Halia is pinned to the ground.
Saw horror uses Psionic Pull.
Saw horror hits Halia for 51 physical damage.
Animated rough leather sling of enduring's Kneecapper hits Halia for 23 physical damage.
Halia's sun path area effect hits Moving truestriking iron greatsword of massacre for 20 light damage.
Halia's sun path area effect hits Fearful symmetry for 20 light damage.
Halia's sun path area effect hits Saw horror for 20 light damage.
Halia uses Infusion: Regeneration.
Halia starts regenerating health quickly.
Fearful symmetry casts Dark Whispers.
Halia is haunted by the void!
Moving truestriking iron greatsword of massacre hits Halia for 16 physical damage.
Dark Whispers from Fearful symmetry hits Halia for 9 darkness damage.
Melee retaliation hits Moving truestriking iron greatsword of massacre for 2 light damage.
Saw horror uses Implode.
Halia is being crushed.
Halia is bound by telekinetic forces!
Saw horror hits Halia for 59 physical damage.
Halia's sun path area effect hits Moving truestriking iron greatsword of massacre for 17 light damage.
Halia's sun path area effect hits Fearful symmetry for 17 light damage.
Halia's sun path area effect hits Saw horror for 17 light damage.
Fearful symmetry casts Cacophony.
Halia's mind is shattered by the void!
Halia is no longer pinned.
Moving truestriking iron greatsword of massacre hits Halia for 27 physical damage.
Dark Whispers from Fearful symmetry hits Halia for 12 darkness, 8 temporal (20 total damage).
Imploding (slow) from Saw horror hits Halia for 59 physical damage.
Melee retaliation hits Moving truestriking iron greatsword of massacre for 2 light damage.
Halia the level 6 higher sun paladin was timewarped to death by a fearful symmetry on level 4 of Infinite Dungeon.