Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.6 |
Addons | Items Vault 1.6.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Male |
Race | Dwarf |
Class | Adventurer |
Level / Exp | 15 / 50% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 21 (base 12) |
Dexterity | 15 (base 12) |
Constitution | 33 (base 12) |
Magic | 43 (base 38) |
Willpower | 41 (base 28) |
Cunning | 17 (base 15) |
Resources
Mana | 259/259 |
Equilibrium | 30 |
Psi | 131/131 |
Life | 711/722 |
Positive | 62/82 |
Paradox | 300 |
Hate | 44/100 |
Healing Factor | 1.2225519932246 |
Regeneration | 8.9857571502005 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +25.638005806839% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
See Invisible | 4.340449927278 |
Stealth | 10.398559240671 |
Offense: Mainhand
Damage | 32 |
Accuracy | 21 |
Crit Chance | 12% |
APR | 0 |
Speed | 1.00 |
Offense: Offhand
Damage | 19 |
Accuracy | 21 |
Crit Chance | 13% |
APR | 0 |
Speed | 1.00 |
Offense: Spell
Spellpower | 31 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Nature | +7% |
Darkness | +15% |
Light | +15% |
Fire | +9% |
Cold | +13% |
Arcane | +7% |
Mind | +15% |
All | +4% |
Offense: Damage Penetration
Light | +10% |
Physical | +9% |
Mind | +5% |
Arcane | +15% |
Cold | +10% |
Nature | +5% |
Defense: Base
Armour (hardiness) | 34 (30%) |
Defense | 19 |
Ranged Defense | 19 |
Fatigue | 18 |
Physical Save | 26 |
Spell Save | 33 |
Mental Save | 19 |
Defense: Resistances
Acid | + 9%( 70%) |
Blight | + 4%( 70%) |
Physical | + 6%( 71%) |
Cold | + 20%( 70%) |
All | + 4%( 70%) |
Lightning | + 33%( 70%) |
Light | + 23%( 70%) |
Temporal | + 9%( 70%) |
Mind | + 14%( 70%) |
Darkness | + 21%( 74%) |
Fire | + 21%( 70%) |
Nature | + 12%( 70%) |
Defense: Immunities
Teleport Resistance | 10% |
Stun Resistance | 44% |
Pinning Resistance | 20% |
Confusion Resistance | 44% |
Fear Resistance | 44% |
Disarm Resistance | 16% |
Instadeath Resistance | 100% |
Knockback Resistance | 44% |
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 143 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Class Talents
Cursed / Predator | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Chronomancy / Temporal Combat | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Endless hunt | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Earthen power | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Earthen vines | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Guardian | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed aura | 1.00 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Shield of Light |
talent | Surge |
talent | Stalk |
talent | Stone Vines |
talent | Shards |
talent | Weapon Folding |
talent | Premonition |
talent | Savage Hunter |
talent | Beyond the Flesh |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 1.2)Penalty : Fear of Death: -2% resistance against damage from the undead. Power 1+: Power over Death: +4% damage against the undead. Power 2+: -1 Luck, +2 Strength, +2 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 24 turns, retch (level 1) when you fall below 39% health Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | Hunting: Marked Prey- Polayatta the mean looking elven guard 5% Received damage reduction against: - Shalore |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 1.2)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 6%) for 4 turns. Power 1+: Nightwalker: +4 Darkness Resistance, +4% Max Darkness Resistance, +4 See Invisible Power 2+: -1 Luck, +3 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 4%. Cursed Form |
detrimental effect | The target is on fire, taking 10.73 fire damage per turn. Burning |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 1.2)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 9% when tested. Power 1+: Removed from Reality: +2 Physical Resistance, +1 Maximum Physical Resistance Power 2+: -1 Luck, +3 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 31 mind and 31 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (summon Terrors and chances to slow, deal 42 Mind damage, and deal 42 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
beneficial effect | The target's skin reacts to damage, granting 6 armour. Stoneskin |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * You've found the needed warg claw. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
Psionic focus | steel greatmaul 'Glacierzeal' (Nightmares) (25.5-38.25 power, 2 apr) steel greatmaul 'Glacierzeal' (Nightmares) (25.5-38.25 power, 2 apr)Requires: - Strength 16 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 2 Base power: 25.5 - 38.2 Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon crit: * Wound the target dealing 193 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +4 cold Damage (radius 2) on crit: +4 temporal When wielded/worn: Physical crit. chance: +9.0% Physical power: +20 (+7 eff.) Changes stats: +14 Con / +9 Wil Changes resistances penetration: +10% cold / +9% physical Changes damage: +9% cold Disarm immunity: +16% Maximum life: +24.00 Curse of Nightmares Massive two-handed mauls. |
On hands | cinder dwarven-steel gauntlets of dexterity (+2) (0 def, 2 armour) cinder dwarven-steel gauntlets of dexterity (+2) (0 def, 2 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +12 (+6 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 7 fire Changes stats: +2 Dex Changes resistances: +6% fire Changes damage: +5% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Light source | brass lantern 'Relgizor' brass lantern 'Relgizor'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Wil / +3 Con Changes resistances penetration: +15% arcane Changes damage: +3% arcane Critical mult.: +5.00% Physical save: +6 (+3 eff.) Maximum mana: +40.00 Light radius: +3 Healing mod.: +12% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | leafwalker's rough leather cap of strength (+3) (0 def, 1 armour) leafwalker's rough leather cap of strength (+3) (0 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str Changes resistances: +6% nature Spell save: +4 (+2 eff.) Maximum life: +45.00 Healing mod.: +11% A cap made of leather. |
On feet | traveler's pair of iron boots of tirelessness (0 def, 3 armour) traveler's pair of iron boots of tirelessness (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -2% Maximum encumbrance: +22 Physical save: +5 (+2 eff.) Stamina each turn: +0.30 Maximum stamina: +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | cleansing elm totem of healing [power 116] (15 cooldown) cleansing elm totem of healing [power 116] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
On fingers | Miresnake the copper ring Miresnake the copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 2 mind Changes resistances: +3% nature / +11% mind / +9% light Changes resistances penetration: +5% nature Changes damage: +11% mind / +3% nature Rings can have magical properties. |
Around neck | Cracklecrypt the copper amulet Cracklecrypt the copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 8 lightning Changes resistances: +6% acid Teleport immunity: +10% Life regen: +2.00 Amulets can have magical properties. |
In main hand | crackling iron shield of the stars (0 def, 2 armour, 7.5-9 power, 20 block) crackling iron shield of the stars (0 def, 2 armour, 7.5-9 power, 20 block)Requires: - Shield usage training - Strength 11 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 7.5 - 9.0 Uses stat: 60% Wil Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +2.5% Block value: +20 Damage (Melee): +11 lightning / +11 light / +11 darkness When wielded/worn: Armour: +2 Fatigue: +8% Damage when hit (Melee): 3 lightning Changes stats: +1 Dex / +2 Mag / +2 Cun Changes resistances: +10% lightning / +11% light / +11% darkness Changes damage: +11% light / +11% darkness Talent granted: +1 Block Handheld deflection devices. |
Around waist | Glildasewe GlildaseweInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +6% temporal / +3% darkness Changes resistances penetration: +5% mind Physical save: +3 (+1 eff.) Pinning immunity: +20% Maximum life: +40.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A belt that goes around your waist. |
In off hand | Gleampierce the steel shield (10 def, 10 armour, 15.5-18.6 power, 43.5 block) Gleampierce the steel shield (10 def, 10 armour, 15.5-18.6 power, 43.5 block)Requires: - Shield usage training - Strength 16 Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 15.5 - 18.6 Uses stat: 60% Wil Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +3.0% Block value: +43 Damage (Melee): +12 fire When wielded/worn: Armour: +10 Defense: +10 (+5 eff.) Fatigue: +8% Damage when hit (Melee): 3 fire Changes stats: +2 Str / +1 Dex Changes resistances: +15% lightning / +17% cold / +12% fire Changes resistances penetration: +10% light Talent granted: +1 Block Handheld deflection devices. |
Cloak | linen cloak 'Ce'Nethra' (Shrouds) (1 def, 0 armour) linen cloak 'Ce'Nethra' (Shrouds) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Dex / +1 Con Spell save: +15 (+7 eff.) Maximum life: +32.00 Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | rejuvenating cured leather armour of Eyal (Corpses) (6 def, 4 armour) rejuvenating cured leather armour of Eyal (Corpses) (6 def, 4 armour)Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +7% Life regen: +5.10 Stamina each turn: +0.80 Maximum life: +32.00 Healing mod.: +10% Curse of Corpses A suit of armour made of leather. |
Inventory
healing infusion of the titan (heal 106; cd 11) healing infusion of the titan (heal 106; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 106 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution 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 nature talent. |
regeneration infusion of the warrior (heal 131; 13 cd) regeneration infusion of the warrior (heal 131; 13 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 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 131 life over 5 turns. Its effects scale with your Strength 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 nature talent. |
regeneration infusion of the wizard (heal 234; 15 cd) regeneration infusion of the wizard (heal 234; 15 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 234 life over 5 turns. Its effects scale with your Magic 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 nature talent. |
wild infusion of the warrior (res 20%; mental; dur 4; cd 12) wild infusion of the warrior (res 20%; mental; dur 4; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion 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 cure yourself of one random mental effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength 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 nature talent. |
Rune of Reflection (--) Rune of Reflection (--)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 315 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. |
blink rune of the sneak (range 6; phase 12; cd 10) blink rune of the sneak (range 6; phase 12; cd 10)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: 6 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 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 12%, your defense is increased by 12 and all your resistances by 12%. Its effects scale with your Cunning 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. |
shielding rune of the psychic (absorb 190; dur 4; cd 17) shielding rune of the psychic (absorb 190; dur 4; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 190 damage for 4 turns. Its effects scale with your Willpower 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. |
Kinetic Focus (Misfortune) (6-6.6 power, 18 apr, physical damage) Kinetic Focus (Misfortune) (6-6.6 power, 18 apr, physical damage)Requires: - Willpower 18 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 6.0 - 6.6 Uses stats: 50% Wil, 30% Cun Damage type: Physical Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +10% physical Changes resistances penetration: +6% physical Changes damage: +10% physical Talent mastery: +0.10 Psionic / Kinetic mastery Talent granted: +1 Psionic Maelstrom Physical save: +6 (+3 eff.) Psi when firing a critical mind attack: +1.00 Mindpower: +8 (+4 eff.) Mental crit. chance: +4% Curse of Misfortune Kinetic energies are focussed in the core of this mindstar. |
enhanced iron waraxe (Nightmares) (12.5-17.5 power, 2 apr) enhanced iron waraxe (Nightmares) (12.5-17.5 power, 2 apr)Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 12.5 - 17.5 Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Str / +3 Dex / +4 Mag / +5 Wil / +3 Cun / +4 Con Curse of Nightmares One-handed war axes. |
resilient linen cloak of Iron Throne (Shrouds) (1 def, 0 armour) resilient linen cloak of Iron Throne (Shrouds) (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Str / +1 Con Maximum life: +31.00 Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Vestments of the Conclave (Shrouds) (0 def, 0 armour) Vestments of the Conclave (Shrouds) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Mag Changes resistances: +9% all Changes damage: +15% arcane Spellpower: +15 (+8 eff.) Spell crit. chance: +15% Curse of Shrouds An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
iron helm 'Turivor' (0 def, 3 armour) iron helm 'Turivor' (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 10 arcane resource burn Changes stats: +1 Mag / +3 Con Changes resistances: +3% light / +7% cold Allows you to breathe in: water Reduces incoming crit damage: 5.00% Spell save: +12 (+6 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat of frost (+16%) (1 def, 0 armour) linen wizard hat of frost (+16%) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +16% cold Changes damage: +11% cold A pointy cloth hat, very wizardly... |
rough leather cap 'Oladurab' (0 def, 1 armour) rough leather cap 'Oladurab' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +4 Cun / +2 Dex Changes resistances: +3% temporal Psi when hit: +0.04 Mental crit. chance: +3% A cap made of leather. |
spellwoven linen wizard hat of lightning (+16%) (1 def, 0 armour) spellwoven linen wizard hat of lightning (+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% lightning Changes damage: +11% lightning Mana each turn: +0.11 Spellpower: +3 (+2 eff.) Spell crit. chance: +3% A pointy cloth hat, very wizardly... |
Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block) Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block)Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 18.0 - 25.2 Uses stat: 84% Wil Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Fatigue: +12% On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. Changes resistances: +15% cold / +10% fire Talent granted: +1 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
3 agate 3 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. |
109 alchemist agate 109 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. |
Galutir the iron pickaxe (dig speed 27 turns) Galutir the iron pickaxe (dig speed 27 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +6 Effects on melee hit: * 20% chance to reduce all saves and defense by 19 Changes stats: +3 Str / +1 Wil Changes resistances: +6% acid / +6% fire Only die when reaching: -20.00 life When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 3.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +72 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
Phlegmfurnace the iron pickaxe (dig speed 38 turns) Phlegmfurnace the iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +4 Str / +3 Mag Changes resistances: +14% nature Changes resistances penetration: +5% nature Changes damage: +5% 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 (+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. |
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 (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 297/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
It Which Writhes It Which WrithesPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con Fully Charged! Activating this item is instant. It can be used to reduce the duration of all detrimental effects Activation costs 10 power out of 10/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Grinudil [power 105] (15 cooldown) Grinudil [power 105] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes stats: +4 Dex Changes resistances penetration: +5% mind Changes damage: +12% mind Reduces incoming crit damage: 5.00% See invisible: +3 It can be used to blast the opponent's mind dealing 120 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
elm totem of stinging [power 110] (15 cooldown) elm totem of stinging [power 110] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to sting an enemy dealing 117 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
elm totem of thorny skin 'Alurand' [power 16] (20 cooldown) elm totem of thorny skin 'Alurand' [power 16] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Physical save: +3 (+1 eff.) Spell save: +9 (+5 eff.) Disarm immunity: +10% Life regen: +2.00 It can be used to harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30% Activation puts all charms on cooldown for 20 turns. When used: * Gain a 12% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
soothing elm wand of shielding [power 116] (20 cooldown) soothing elm wand of shielding [power 116] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Heal for 30. 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. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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 Useablio the Dwarf Adventurer level 10
23rd Profit 122nd year of Ascendancy at 08:42 see stats
By Useablio the Dwarf Adventurer level 5
19th Voratun 122nd year of Ascendancy at 06:36 see stats
By Useablio the Dwarf Adventurer level 7
19th Profit 122nd year of Ascendancy at 13:39 see stats
By Useablio the Dwarf Adventurer level 13
29th Profit 122nd year of Ascendancy at 15:13 see stats
By Useablio the Dwarf Adventurer level 15
42nd Profit 122nd year of Ascendancy at 03:32 see stats
Log
Shield of Light performs a melee critical strike against Giant fire ant!
Shield of Light hits Giant fire ant for 42 light, 18 fire, 10 fire, 14 temporal (87 total damage).
Useablio hits Giant fire ant for 46 physical, 16 lightning, 18 light, 18 darkness, 10 fire, 14 temporal, 36 physical, 18 fire, 10 fire, 14 temporal (204 total damage).
Useablio's Beyond the Flesh performs a melee critical strike against Giant fire ant!
Giant fire ant is cut deeply.
Useablio's Beyond the Flesh hits Giant fire ant for 52 physical, 4 cold, 7 fire, 10 temporal, 4 temporal (78 total damage).
Giant fire ant uses Flame Fury.
Useablio is on fire!
Useablio resists the punch!
Giant fire ant hits Useablio for 21 fire damage.
Useablio receives 4 healing from Shield of Light.
Deep Wound from Useablio hits Giant fire ant for 39 physical damage.
Useablio hits Giant fire ant for 36 physical, 16 lightning, 17 light, 17 darkness, 10 fire, 14 temporal (113 total damage).
Useablio killed Giant fire ant!
The protective shield of Useablio disappears.
Burning from Giant fire ant hits Useablio for 7 fire damage.
Useablio receives 12 healing from Unnatural Body.
Useablio receives 4 healing from Shield of Light.
Useablio stops burning.
Useablio deactivates Premonition.
Useablio deactivates Savage Hunter.
Useablio deactivates Beyond the Flesh.
Useablio deactivates Surge.
Useablio deactivates Shield of Light.
Useablio deactivates Stalk.
Useablio deactivates Weapon Folding.
Useablio deactivates Shards.
Useablio deactivates Stone Vines.