Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Tinker Stores in Last Hope 1.4.9Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Big thanks to Razakai's Improved Stores mod for showing me how to create shops, and to Housepet for pretty much writing this addon. Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. 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:
Select First Escort 1.5.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Dwarven Adventurer 1.4.5This addon adds Stone Warden's Talent Trees to adventurers who play the dwarven race. For this addon to function, the stone warden addon MUST be enabled. This means you must be logged in, and a donator, to use this addon. If you attempt to use it without Stone Warden addon enabled, it will not add the trees, and may create further bugs. Many thanks to DarkGod for allowing me to release this! Show your appreciation for his wonderful Stone Wardens by Donating. 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:
|
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Female |
Race | Dwarf |
Class | Adventurer |
Level / Exp | 13 / 97% |
Size | medium |
Lifes / Deaths | Killed by war hound at level 13 on the 27th Wealth 122nd year of Ascendancy at 23:30 / 1 |
Primary Stats
Strength | 39 (base 26) |
Dexterity | 15 (base 12) |
Constitution | 20 (base 12) |
Magic | 28 (base 22) |
Willpower | 36 (base 18) |
Cunning | 34 (base 21) |
Resources
Mana | 91/302 |
Psi | 91/116 |
Vim | 158/159 |
Life | -48/438 |
Stamina | 172/181 |
Paradox | 509 |
Healing Factor | 0.9063809967396 |
Regeneration | 0.2265952491849 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -50% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 3 |
ESP Range | 10 |
ESP Kinds | humanoid/orc |
Offense: Mainhand
Damage | 24 |
Accuracy | 40 |
Crit Chance | 21% |
APR | 8 |
Speed | 1.00 |
Offense: Offhand
Damage | 17 |
Accuracy | 40 |
Crit Chance | 22% |
APR | 8 |
Speed | 1.00 |
Offense: Spell
Spellpower | 37 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 33 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Blight | +15% |
Lightning | +15% |
Fire | +11% |
All | 0% |
Offense: Damage Penetration
Lightning | +10% |
Fire | +25% |
Acid | +25% |
Physical | +10% |
Mind | +10% |
Nature | +25% |
Defense: Base
Armour (hardiness) | 34.60899011186 (56.923076923077%) |
Defense | 29 |
Ranged Defense | 42 |
Fatigue | 33 |
Physical Save | 26 |
Spell Save | 21 |
Mental Save | 22 |
Defense: Resistances
Physical | + 18%( 70%) |
Acid | + 6%( 70%) |
Light | + 12%( 70%) |
Cold | + 19%( 70%) |
Blight | + 6%( 70%) |
Arcane | + 4%( 70%) |
Fire | + 70%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Poison Resistance | 15% |
Blind Resistance | 10% |
Inscriptions (3/3)
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 mental or physical effect and reduce all damage taken by 15% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 255 life over 5 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 600% for 10 turns and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Spell / Eldritch shield | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Demonic pact | 1.00 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Chronomancy / Flux | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Earthen power | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Psi-fighting | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Magical combat | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Corruption / Demonic strength | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 2/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
talent | Augmentation |
talent | Reality Smearing |
talent | Abyssal Shield |
talent | Arcane Combat |
talent | Beyond the Flesh |
detrimental effect | The target is poisoned, taking 1.86 nature damage per turn and decreasing all heals received by 17%. Insidious Poison |
detrimental effect | Damage received in the past is returned as 18.38 paradox damage per turn. Reality Smearing |
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 |
detrimental effect | The target is pinned to the ground, unable to move. Pinned to the ground |
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 failed to protect the lost tinker from death by Leri. Escort: lost tinker (level 3 of Trollmire) | failed |
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. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 |
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 within18 lumberjacks have died. | done |
Equipment
Psionic focus | ash magestaff 'Gorenoon' (15-18 power, 3 apr, lightning element) ash magestaff 'Gorenoon' (15-18 power, 3 apr, lightning element) Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Slows global speed by 20% Damage Shield penetration (this weapon only): +10% When wielded/worn: Physical crit. chance: +5.0% Changes resistances penetration: +5% nature Changes damage: +15% lightning Talents granted: +2 Frost Grab +1 Command Staff Critical mult.: +18.00% Mana each turn: +0.50 Spellpower: +6 (+3 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
Light source | brass lantern 'Bethulaith' brass lantern 'Bethulaith'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Dex / +2 Mag / +3 Cun Grants telepathy: Humanoid/Orc Maximum life: +45.00 Light radius: +4 Infravision 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. |
On head | spellwoven linen wizard hat of fire (+16%) (1 def, 0 armour) spellwoven linen wizard hat of fire (+16%) (1 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +16% fire Changes damage: +11% fire Mana each turn: +0.11 Spellpower: +3 (+1 eff.) Spell crit. chance: +2% A pointy cloth hat, very wizardly... |
On feet | Poryyagalaith (3 def, 7 armour) Poryyagalaith (3 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Physical crit. chance: +3.0% Armour: +7 Defense: +3 (+2 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +1% Changes stats: +1 Str / +1 Wil Critical mult.: +5.00% Maximum hate: +2.00 A pair of boots made of leather. |
Tool | elven-wood wand of conjuration 'Ivessra' [power 283] (8/10 cooldown) elven-wood wand of conjuration 'Ivessra' [power 283] (8/10 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 4 When wielded/worn: Physical power: +8 (+3 eff.) Armour: +6 Defense: +6 (+3 eff.) Ranged Defense: +6 (+2 eff.) Maximum wards: +3 lightning / +4 temporal / +4 blight / +3 fire / +3 cold Changes resistances penetration: +10% physical Talent cooldown: Strike (-1 turn) Talents granted: +4 Strike +1 Ward It can be used to fire a bolt of a random element with (base) damage 142 to 283, putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 5 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | Silorin Silorin Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to disease Changes stats: +6 Cun / +11 Wil Changes resistances: +6% blight Changes damage: +15% blight Grants telepathy: Humanoid/Orc Critical mult.: +5.00% Equilibrium when hit: +0.12 Psi when hit: +0.08 Vim when hit: +2.00 Mindpower: +9 (+5 eff.) Rings can have magical properties. |
On fingers | Cloudknave Cloudknave Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +8 Defense: +7 (+4 eff.) Effects on melee hit: * 15% chance to daze at end of turn Damage when hit (Melee): 16 acid / 20 lightning Changes resistances: +6% acid Changes resistances penetration: +10% lightning Vim when hitting in melee: +1.00 It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 86% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
Around waist | Bokovor the rough leather belt Bokovor the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Ranged Defense: +6 (+2 eff.) Changes resistances: +9% fire Changes resistances penetration: +10% mind Physical save: +12 (+6 eff.) Blindness immunity: +10% Poison immunity: +15% Maximum life: +34.00 A belt that goes around your waist. |
In main hand | iron shield (4 def, 2 armour, 8.5-10.2 power, 19.5 block) iron shield (4 def, 2 armour, 8.5-10.2 power, 19.5 block) Requires: - Strength 11 - Talent Heavy Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 8.5 - 10.2 Uses stat: 60% Wil Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +2.5% Block value: +20 When wielded/worn: Armour: +2 Defense: +4 (+2 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Changes resistances: +18% fire Reduce damage by fixed amount: +0 darkness / +8 fire Changes resistances penetration: +0% darkness Talent granted: +1 Block Handheld deflection devices. |
On hands | rough leather gloves of dispersion (0 def, 1 armour) rough leather gloves of dispersion (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 arcane Changes stats: +3 Wil / +3 Mag Changes resistances: +4% arcane It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
In off hand | coruscating dwarven-steel shield of radiance (8 def, 2 armour, 27-32.4 power, 81.5 block) coruscating dwarven-steel shield of radiance (8 def, 2 armour, 27-32.4 power, 81.5 block) Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 27.0 - 32.4 Uses stat: 60% Wil Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.5% Block value: +82 Damage (Melee): +12 light / +12 fire When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Effects when hit in melee: * 14% chance to blind Damage when hit (Melee): 15 fire Changes stats: +3 Str / +3 Mag / +5 Con Changes resistances: +0% acid / +10% fire / +12% light / +18% physical Reduce damage by fixed amount: +0 acid / +8 physical Talent granted: +3 Block Handheld deflection devices. |
Cloak | Xeruma (1 def, 0 armour) Xeruma (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +1 Str / +4 Cun Changes resistances penetration: +25% acid Maximum life: +34.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Foresttaint the steel mail armour (2 def, 6 armour) Foresttaint the steel mail armour (2 def, 6 armour)Requires: - Strength 20 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 20 nature Changes resistances: +19% cold / +18% fire Changes resistances penetration: +20% nature / +25% fire A suit of armour made of mail. |
Inventory
steam generator implant of the warrior (steam 6) steam generator implant of the warrior (steam 6)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 6.3 steam per turn. Can be activated for an instant burst of 32 steam. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
regeneration infusion of the psychic (heal 286 over 5 turns) regeneration infusion of the psychic (heal 286 over 5 turns)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: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 286 life over 5 turns. Its effects scale with your Willpower stat. 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. |
schematic: Armour Reinforcement schematic: Armour ReinforcementRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Back Support schematic: Back SupportRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof Coating schematic: Waterproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
copper ring of light (+20%) copper ring of light (+20%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% light Changes damage: +10% light Vim when hit: +0.00 Rings can have magical properties. |
Kor's Fall (10-12 power, 0 apr, darkness element) Kor's Fall (10-12 power, 0 apr, darkness element)Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+3 eff.) Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 6 power out of 6/6) : Effective talent level: 3.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 36.02 physical damage to all targets in line, and inflicting bleeding for another 18.01 damage over 5 turns. The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
Mayilrabeth the yew starstaff (23-27.6 power, 4 apr, light element) Mayilrabeth the yew starstaff (23-27.6 power, 4 apr, light element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 23.0 - 27.6 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +6% temporal / +3% nature / +6% light Changes damage: +23% light Talent granted: +1 Command Staff Spell save: +6 (+3 eff.) Spellpower: +15 (+6 eff.) Spell crit. chance: +14% It can be used to project a bolt elemental energy from the staff (to range 8) dealing 9.45 to 11.34 light damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
Arthodraleg the Torchstriker Arthodraleg the TorchstrikerPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +6 Fatigue: -5% Damage when hit (Melee): 4 fire Changes resistances: +6% light / +3% physical Maximum encumbrance: +25 Disease immunity: +10% A belt that goes around your waist. |
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 (+6 eff.) Damage when hit (Melee): 10 cold Changes resistances: +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent mastery: +0.10 Spell / Water Spellpower: +4 (+2 eff.) Movement speed: +15% This deep blue robe flows and ripples as if pushed by an invisible tide. |
This item will automatically be transmogrified when you leave the level. pair of rough leather boots 'Emelothra' (3 def, 7 armour)pair of rough leather boots 'Emelothra' (3 def, 7 armour) Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+2 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +1% Changes stats: +4 Dex / +2 Con Changes resistances: +5% lightning / +6% temporal Life regen: +0.20 Maximum stamina: +5.00 A pair of boots made of leather. |
Islekira the iron gauntlets (0 def, 7 armour) Islekira the iron gauntlets (0 def, 7 armour)Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 Damage (Melee): 6 physical Changes resistances: +12% darkness Changes resistances penetration: +15% physical Changes damage: +4% physical Stamina each turn: +0.80 Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. iron gauntlets (0 def, 1 armour)iron gauntlets (0 def, 1 armour) Requires: - Talent Heavy Armour Training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Metal gloves protecting the hands up to the middle of the lower arm. |
restful rough leather gloves of strength (+2) (0 def, 1 armour) restful rough leather gloves of strength (+2) (0 def, 1 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +1 Changes stats: +2 Str Life regen: +1.00 Stamina each turn: +0.50 Maximum stamina: +10.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% light / +10% lightning Changes damage: +10% light / +10% lightning It can be used to activate talent Call Lightning (costing 20 power out of 30/30) : Effective talent level: 1.0 Power cost: 20 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 14.18 to 42.55 lightning damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
Dazzlehunger the rough leather hat (0 def, 1 armour) Dazzlehunger the rough leather hat (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 30% chance to blind Changes stats: +2 Str / +3 Dex / +5 Wil Changes resistances: +6% lightning / +6% temporal Light radius: +1 A hat made of leather. Very stylish. |
insulating linen wizard hat of the mountain (+6%) (1 def, 0 armour) insulating linen wizard hat of the mountain (+6%) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +5% fire / +11% physical / +6% cold Changes damage: +11% physical A pointy cloth hat, very wizardly... |
iron helm 'Coalwinnow' (0 def, 3 armour) iron helm 'Coalwinnow' (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +5 Dex / +2 Cun Changes damage: +6% darkness Grants telepathy: Dragon Demon/Major Demon/Minor Stamina when hit: +0.80 Equilibrium when hit: +0.90 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
thaloren iron helm of knowledge (0 def, 3 armour) thaloren iron helm of knowledge (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Cun / +5 Wil Changes resistances: +6% blight Mental save: +6 (+3 eff.) Mindpower: +4 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 agate 2 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. |
145 alchemist agate 145 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. |
demon seed [dolleg] (level 12, finger) demon seed [dolleg] (level 12, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'finger' When attach to an other item: Vim when hitting in melee: +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [dĂșathedlen] (level 16, finger) demon seed [dĂșathedlen] (level 16, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'finger' When attach to an other item: Vim when hitting in melee: +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 12, mainhand) demon seed [fire imp] (level 12, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +2 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 6, mainhand) demon seed [fire imp] (level 6, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +1 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (level 10, finger) demon seed [quasit] (level 10, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +2.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (level 14, mainhand) demon seed [quasit] (level 14, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +2 Farstrike Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (level 4, offhand) demon seed [quasit] (level 4, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'offhand' When attach to an other item: Changes resistances: +12% physical Reduce damage by fixed amount: +2 physical Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (level 9, mainhand) demon seed [quasit] (level 9, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +1 Farstrike Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (level 13, finger) demon seed [water imp] (level 13, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +2.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (level 14, offhand) demon seed [water imp] (level 14, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'offhand' When attach to an other item: Reduce damage by fixed amount: +7 darkness Changes resistances penetration: +11% darkness Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 1, finger) demon seed [wretchling] (level 1, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +1.00 Demon status: alive (91% life). The seed of a demon. |
demon seed [wretchling] (level 14, offhand) demon seed [wretchling] (level 14, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'offhand' When attach to an other item: Changes resistances: +17% acid Reduce damage by fixed amount: +7 acid Demon status: alive (100% life). The seed of a demon. |
woodsman's iron pickaxe (dig speed 38 turns) woodsman's iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 spinel 2 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. |
bright brass lantern of focus bright brass lantern of focusCrafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes damage: +7% mind Light radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+3 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 8 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 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. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Nimbusparry [power 10] (8/6 cooldown) Nimbusparry [power 10] (8/6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Effects on melee hit: * 15% chance to daze at end of turn Changes resistances: +3% lightning Changes resistances penetration: +15% lightning Changes damage: +3% light Light radius: +1 It can be used to reveal the area around you, dispelling darkness (radius 10, power 51 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 3 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
4 ametrine 4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine 3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon 4 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 Leri the Dwarf Adventurer level 11
14th Wealth 122nd year of Ascendancy at 14:51 see stats
By Leri the Dwarf Adventurer level 10
5th Wealth 122nd year of Ascendancy at 22:00 see stats
By Leri the Dwarf Adventurer level 10
6th Wealth 122nd year of Ascendancy at 19:18 see stats
By Leri the Dwarf Adventurer level 5
19th Voratun 122nd year of Ascendancy at 19:21 see stats
By Leri the Dwarf Adventurer level 11
7th Wealth 122nd year of Ascendancy at 12:41 see stats
By Leri the Dwarf Adventurer level 5
2nd Acquisition 122nd year of Ascendancy at 09:49 see stats
Log
Leri's Beyond the Flesh hits Yvylrawe the fox for (21 parried), 3 arcane (3 total damage).
Leri converts damage to paradox!
Leri hits War hound for 7 acid, 9 lightning, 4 blight, 12 fire, 9 nature (41 total damage).
War hound hits Leri for (101 blocked), (8 resist armour), (2 converted), 6 physical (6 total damage).
Yvylrawe the fox rushes out, claws sharp and ready!
Leri is pinned to the ground.
Leri converts damage to paradox!
Leri hits Yvylrawe the fox for (21 parried), 2 physical, 4 arcane, 15 physical, 9 light, 11 fire, 4 arcane (44 total damage).
Yvylrawe the fox hits Leri for (11 blocked), 0 physical, (0 converted), 1 mind, (0 converted), 1 darkness, (11 blocked), 0 physical, (0 converted), 1 mind, (0 converted), 1 darkness (4 total damage).
Leri's Beyond the Flesh misses War hound.
Leri converts damage to paradox!
Insidious Poison from Yvylrawe the fox hits Leri for (0 converted), 1 nature (1 total damage).
Leri converts damage to paradox!
Leri hits War hound for 7 acid, 9 lightning, 4 blight, 12 fire, 9 nature (41 total damage).
War hound hits Leri for (8 resist armour), (25 converted), 59 physical (59 total damage).
Yvylrawe the fox uses Throwing Knives.
Leri resists the mind attack!
Leri converts damage to paradox!
Leri hits Yvylrawe the fox for (21 parried), 2 physical, 4 arcane, 7 physical, 8 light, 9 fire, 3 arcane (33 total damage).
Yvylrawe the fox hits Leri for (5 resist armour), 0 physical, (0 converted), 1 mind, (0 converted), 1 darkness, (5 resist armour), 0 physical, (0 converted), 1 mind, (0 converted), 1 darkness (3 total damage).
War hound slows down.
War hound's armor corrodes!
Leri converts damage to paradox!
Insidious Poison from Yvylrawe the fox hits Leri for (0 converted), 1 nature (1 total damage).
Yvylrawe the fox's Throwing Knife hits Leri for (8 resist armour), (2 converted), 5 physical (5 total damage).
Leri hits Yvylrawe the fox for 5 acid, 9 lightning, 4 blight, 10 fire, 8 nature (37 total damage).
Leri's Beyond the Flesh hits War hound for 10 physical, 2 arcane (12 total damage).
Saving game...