Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Forbidden Cults 1.5.9Official 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.
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official 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:
Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. |
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Male |
Race | Dwarf |
Class | Rogue |
Level / Exp | 10 / 10% |
Size | medium |
Lifes / Deaths | Killed by Gloryyana the rogue at level 10 on the 14th Profit 122nd year of Ascendancy at 21:57 / 2Killed by Silegann the rogue sapper at level 10 on the 15th Profit 122nd year of Ascendancy at 07:33 |
Primary Stats
Strength | 38 (base 34) |
Dexterity | 36 (base 34) |
Constitution | 37 (base 34) |
Magic | 34 (base 34) |
Willpower | 37 (base 34) |
Cunning | 40 (base 34) |
Resources
Life | 600/365 |
Stamina | 194/194 |
Healing Factor | 1.195652173913 |
Regeneration | 0.29891304347826 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -50% |
Spell | 0% |
Global | +76.923076923077% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 10 |
See Stealth | 64.008794545935 |
See Invisible | 64.008794545935 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Mainhand
Damage | 52 |
Accuracy | 48 |
Crit Chance | 26% |
APR | 19 |
Speed | 1.00 |
Offense: Offhand
Damage | 39 |
Accuracy | 48 |
Crit Chance | 25% |
APR | 18 |
Speed | 1.00 |
Offense: Spell
Spellpower | 27 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 33 |
Crit Chance | 15% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +6% |
Temporal | +12% |
Cold | +4% |
Mind | +6% |
Acid | +6% |
Offense: Damage Penetration
Darkness | +10% |
Physical | +10% |
Temporal | +15% |
Defense: Base
Armour (hardiness) | 9 (68.311688311688%) |
Defense | 40 |
Ranged Defense | 40 |
Fatigue | 0 |
Physical Save | 36 |
Spell Save | 22 |
Mental Save | 24 |
Defense: Resistances
Acid | + 13%( 70%) |
Fire | + 18%( 70%) |
Temporal | + 19%( 70%) |
Darkness | + 16%( 70%) |
Arcane | + 12%( 70%) |
Cold | + 17%( 70%) |
All | + 7%( 70%) |
Defense: Immunities
Disarm Resistance | 38% |
Pinning Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 23% |
Inscriptions (2/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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: 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 60 life over 5 turns. |
Class Talents
Technique / Duelist | 1.50 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Technique / Combat techniques | 1.50 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cunning / Artifice | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.50 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Dual techniques | 1.50 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cunning / Lethality | 1.50 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cunning / Dirty fighting | 1.50 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Assassination | 1.50 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.50 |
| 2/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.20 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.50 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cunning / Survival | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Mobility | 1.50 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Combat training | 1.50 |
| 2/5 |
| 4/5 |
| 4/5 |
| 3/5 |
| 4/5 |
| 4/5 |
Effects
detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
beneficial effect | Has 8 throwing knives prepared: 8 KnivesRange: 6 Net Damage: 69 - 96 Accuracy: 63 (knife) APR: 20 Crit Chance: +38% Crit mult: 192% Uses Stats: 50% Cun, 70% Dex |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | The target is grappled, unable to move, and limited in its offensive capabilities. GrappledSilenced Pinned Damage reduced by 1 Slowed by 0 Damage per turn 51 |
detrimental effect | Caught in a bear trap: pinned, slowed (30%), taking 11.87 physical damage each turn Bear Trap |
beneficial effect | Parrying melee and ranged attacks: Has a 28% chance to deflect up to 16 damage from the next 1.0 attack(s). Parried attacks cannot crit. Parrying |
Quests
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 |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
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 stoneskin. He has given you some notes on the ingredients: * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | active |
Equipment
On feet | pair of rough leather boots 'Brenedin' (0 def, 1 armour) pair of rough leather boots 'Brenedin' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -3% Changes stats: +1 Dex Changes resistances: +6% fire / +5% arcane / +5% cold Infravision radius: +3 A pair of boots made of leather. |
On hands | Bleakbone the rough leather gloves (0 def, 1 armour) Bleakbone the rough leather gloves (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 cold Changes resistances: +6% cold Changes resistances penetration: +10% darkness Changes damage: +6% darkness / +4% cold Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On head | Lisaserevena the Scaldward (0 def, 3 armour) Lisaserevena the Scaldward (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +6% fire Changes damage: +6% mind Physical save: +11 (+5 eff.) Mindpower: +6 (+3 eff.) Mental crit. chance: +3% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On fingers | Tifast the copper ring Tifast the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to corrode armour by 30% Damage when hit (Melee): 4 temporal Changes resistances: +6% acid Changes resistances penetration: +15% temporal Changes damage: +6% acid Disarm immunity: +22% Pinning immunity: +20% Knockback immunity: +23% Maximum life: +22.00 Rings can have magical properties. |
On fingers | rogue's copper ring rogue's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Rings can have magical properties. |
Around waist | noble's rough leather belt of burglary noble's rough leather belt of burglaryCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Dex / +3 Cun / +6 Lck Reduced damage from: +15% Summoned Trap disarming bonus: +5 Stealth bonus: +5 Infravision radius: +3 A belt that goes around your waist. |
In main hand | Aeretira (15-19.5 power, 6 apr) Aeretira (15-19.5 power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Base power: 15.0 - 19.5 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +4 lightning When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +4 (+1 eff.) Effects on melee hit: * 15% chance to corrode armour by 30% Disarm immunity: +16% Spellpower on spell critical (stacks up to 3 times): +2 Damage Shield penetration: +10% Sharp, short and deadly. |
In off hand | Ameran (10-13 power, 5 apr) Ameran (10-13 power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 45% Cun, 45% Dex Damage type: Temporal Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +5 acid Burst (radius 1) on hit: +4 temporal When wielded/worn: Changes damage: +12% temporal Grants telepathy: Dragon Sharp, short and deadly. |
Light source | Chamorin ChamorinCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Mag Changes resistances penetration: +10% physical Physical save: +15 (+6 eff.) Light radius: +5 Infravision radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Main armor | cured leather armour of the void (2 def, 4 armour) cured leather armour of the void (2 def, 4 armour)Requires: - Strength 14 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +7% Damage (Melee): 6 darkness Damage (Ranged): 5 darkness Changes resistances: +10% darkness / +13% temporal Defense after a teleport: +10 Resist all after a teleport: +12% New effects duration reduction after a teleport: +14% It can be used to blink to a nearby random location (rad 8), putting all charms on cooldown for 14 turns. A suit of armour made of leather. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 and cleanse 1 wound and 1 poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of Reflection (absorb and reflect 270 for 5 turns) Rune of Reflection (absorb and reflect 270 for 5 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 270 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Flashburst the iron greatmaul (16-24 power, 1 apr) Flashburst the iron greatmaul (16-24 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. Base power: 16.0 - 24.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% On weapon hit: * 14% chance to cause random gloom Damage (Melee): +9 mind / +12 fire Burst (radius 2) on crit: +4 fire When wielded/worn: Changes stats: +4 Cun / +3 Wil Changes damage: +6% fire Massive two-handed mauls. |
iron greatmaul 'Cyroyawe' (19.5-29.25 power, 1 apr) iron greatmaul 'Cyroyawe' (19.5-29.25 power, 1 apr)Requires: - Strength 11 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 19.5 - 29.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% On weapon hit: * Slows global speed by 40% Damage (Melee): +17 insidious poison When wielded/worn: Changes resistances: +6% darkness / +6% light Massive two-handed mauls. |
Stormstreak the iron greatsword (16.5-26.4 power, 1 apr) Stormstreak the iron greatsword (16.5-26.4 power, 1 apr)Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 16.5 - 26.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: Effects on melee hit: * 10 arcane resource burn * 15% chance to daze at end of turn Changes resistances: +9% darkness Massive two-handed swords. |
Coalriver (14.5-20.3 power, 3 apr) Coalriver (14.5-20.3 power, 3 apr)Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Base power: 14.5 - 20.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Slows global speed by 5% Burst (radius 2) on crit: +4 darkness When wielded/worn: Accuracy: +13 (+4 eff.) Defense: +13 (+4 eff.) Effects on melee hit: * 15% chance to daze at end of turn Disarm immunity: +49% Sharp, long, and deadly. |
Poranne (13-15.6 power, 2 apr, cold element) Poranne (13-15.6 power, 2 apr, cold element)Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 13.0 - 15.6 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 40% chance to corrode armour by 30% When wielded/worn: Effects on melee hit: * 15% chance to corrode armour by 30% Changes resistances: +6% acid Changes damage: +9% acid / +13% cold Talent granted: +1 Command Staff Spellpower: +5 (+2 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
elm vilestaff 'Betotira' (10-12 power, 2 apr, acid element) elm vilestaff 'Betotira' (10-12 power, 2 apr, acid element)Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Burst (radius 1) on hit: +12 acid When wielded/worn: Changes stats: +2 Str / +3 Mag / +1 Wil / +7 Cun Changes resistances penetration: +10% acid Changes damage: +10% acid Talent granted: +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
Elerimira (16-22.4 power, 3 apr) Elerimira (16-22.4 power, 3 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Base power: 16.0 - 22.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 20% chance to disease Damage (Melee): +8 cold / +5 temporal When wielded/worn: Damage when hit (Melee): 5 temporal Changes stats: +4 Str Changes resistances: +5% temporal One-handed war axes. |
Skullcleaver (20-28 power, 4 apr) Skullcleaver (20-28 power, 4 apr)Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +12.0% Attack speed: 100% When this weapon hits: Greater Weapon Focus (10% chance level 2). Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Urofast the iron waraxe (12.5-17.5 power, 2 apr) Urofast the iron waraxe (12.5-17.5 power, 2 apr)Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) When wielded/worn: Accuracy: +8 (+3 eff.) Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Critical mult.: +3.00% Maximum stamina: +10.00 One-handed war axes. |
pair of iron boots 'Xanotira' (0 def, 3 armour) pair of iron boots 'Xanotira' (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Armour: +3 Fatigue: +2% Changes stats: +2 Str / +2 Dex Changes resistances: +6% lightning / +6% temporal Mana each turn: +0.12 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
rough leather cap 'Silanne' (0 def, 1 armour) rough leather cap 'Silanne' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Armour: +1 Fatigue: +1% Changes stats: +5 Dex / +1 Cun Changes resistances penetration: +15% physical Infravision radius: +2 A cap made of leather. |
Eilinita the iron plate armour (3 def, 7 armour) Eilinita the iron plate armour (3 def, 7 armour)Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+1 eff.) Fatigue: +18% Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Changes stats: +1 Wil Changes resistances: +3% temporal / +11% light / +11% darkness Changes resistances penetration: +10% temporal A suit of armour made of metal plates. |
agate 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. |
woodsman's iron pickaxe (dig speed 36 turns) woodsman's iron pickaxe (dig speed 36 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 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. |
Adidalle AdidalleCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +1 Changes stats: +2 Dex Changes resistances: +9% mind Changes resistances penetration: +5% mind / +5% physical Light radius: +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern of focus brass lantern of focusInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes damage: +5% mind Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (3/3) Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 108 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
ash totem of thorny skin 'Ulatodil' [power 26] (11 cooldown) ash totem of thorny skin 'Ulatodil' [power 26] (11 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +6% lightning It can be used to harden the skin for 7 turns increasing armour by 26 and armour hardiness by 40%, putting all charms on cooldown for 11 turns. When used: 100% chance to regenerate 4 equilibrium. Natural totems are made by powerful wilders to store nature power. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon 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 Mendoras the Dwarf Rogue level 9
29th Voratun 122nd year of Ascendancy at 03:56 see stats
By Mendoras the Dwarf Rogue level 10
14th Profit 122nd year of Ascendancy at 17:32 see stats
By Mendoras the Dwarf Rogue level 6
20th Voratun 122nd year of Ascendancy at 01:57 see stats
By Mendoras the Dwarf Rogue level 10
14th Profit 122nd year of Ascendancy at 21:57 see stats
Log
Grappling hits Mendoras for 0 physical damage.
Mendoras hits Silegann the rogue sapper for (11 resist armour), 2 physical, (2 resist armour), 0 darkness, (2 resist armour), 0 cold (2 total damage).
Silegann the rogue sapper regains their energy.
Silegann the rogue sapper activates a prepared device.
Mendoras rearms.
Mendoras's attacks are less focused.
Grappled from Silegann the rogue sapper hits Mendoras for 47 physical damage.
Bear Trap from Silegann the rogue sapper hits Mendoras for 11 physical damage.
Mendoras hits Silegann the rogue sapper for (2 resist armour), 0 temporal (0 total damage).
Silegann the rogue sapper hits Mendoras for (16 parried), 40 physical, 6 cold (46 total damage).
Silegann the rogue sapper shrugs off the effect 'Armor Corroded'!
Grappling hits Mendoras for 2 physical, 2 physical (4 total damage).
Mendoras hits Silegann the rogue sapper for (11 resist armour), 11 physical, (2 resist armour), 0 lightning, (2 resist armour), 0 darkness, (2 resist armour), 0 cold, (11 resist armour), 9 temporal, (2 resist armour), 0 acid, (2 resist armour), 0 darkness, (2 resist armour), 0 cold, (2 resist armour), 0 temporal (20 total damage).
Grappled from Silegann the rogue sapper hits Mendoras for 47 physical damage.
Bear Trap from Silegann the rogue sapper hits Mendoras for 11 physical damage.
Silegann the rogue sapper uses Clinch.
Mendoras hits Silegann the rogue sapper for (2 resist armour), 0 temporal (0 total damage).
Silegann the rogue sapper hits Mendoras for (16 parried), 42 physical, 6 cold (48 total damage).
Mendoras performs a melee critical strike against Silegann the rogue sapper!
Silegann the rogue sapper shrugs off the effect 'Acid Splash'!
Grappling hits Mendoras for 2 physical, 3 physical (5 total damage).
Mendoras hits Silegann the rogue sapper for (11 resist armour), 9 physical, (1 resist armour), 0 lightning, (2 resist armour), 0 darkness, (2 resist armour), 0 cold, (11 resist armour), 18 temporal, (2 resist armour), 0 acid, (2 resist armour), 0 darkness, (2 resist armour), 0 cold, (2 resist armour), 0 temporal (26 total damage).
Bear Trap from Silegann the rogue sapper hits Mendoras for 11 physical damage.
Grappled from Silegann the rogue sapper hits Mendoras for 47 physical damage.
Silegann the rogue sapper throws two quick punches.
Silegann the rogue sapper breathes ice!
Saving game...