










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | High Guard 1.5.9Adds the High Guard, a mage subclass. The High Guard is a melee fighter with mid-range spells who can wield any staff in one hand and favors shields in the offhand. Unique Talents: Spell/Battlemage Spell/Magical Assualt Spell/Phasing Spell/Battle Channeling Spell/Sorcerous Might (high level) Spell/Mage Adept (high level) Spell/Medic (generic) Base Talents: Technique/Combat Training (1.3) See the forum thread full talent details. Talent icons from https://game-icons.net |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Yeek |
Class | High Guard |
Level / Exp | 20 / 37% |
Size | small |
Lifes / Deaths | Killed by Beturevea the elven guard at level 18 on the 47th Dusk 122nd year of Ascendancy at 01:45 / 2Killed by Glorowen the giant green ant at level 20 on the 68th Dusk 122nd year of Ascendancy at 10:46 |
Primary Stats
Strength | 20 (base 17) |
Dexterity | 8 (base 10) |
Constitution | 5 (base 10) |
Magic | 50 (base 48) |
Willpower | 50 (base 34) |
Cunning | 14 (base 10) |
Resources
Life | -25/396 |
Mana | 19/303 |
Healing Factor | 1.2571428571429 |
Regeneration | 1.0685714285714 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +400% |
Spell | 0% |
Global | +99.047619047619% |
Vision
Sight | 10 |
Lite | 7 |
Offense: Mainhand
Damage | 50 |
Accuracy | 41 |
Crit Chance | 12% |
APR | 13 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 40 |
Crit Chance | 5% |
Speed | 1 |
Cooldown Reduction | 12.319705424918 |
Offense: Mind
Mindpower | 36 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Physical | +3% |
Lightning | +29% |
Offense: Damage Penetration
Physical | +20% |
Arcane | +10% |
Defense: Base
Armour (hardiness) | 38.834930400154 (63.098591549296%) |
Defense | 29 |
Ranged Defense | 32 |
Fatigue | 44 |
Physical Save | 22 |
Spell Save | 29 |
Mental Save | 46 |
Defense: Resistances
Blight | + 34%( 70%) |
Physical | + 19%( 70%) |
Cold | + 70%( 70%) |
All | + 17%( 70%) |
Darkness | + 29%( 70%) |
Light | + 26%( 70%) |
Temporal | + 27%( 70%) |
Fire | + 40%( 70%) |
Nature | + 39%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Teleport Resistance | 5% |
Blind Resistance | 20% |
Silence Resistance | 78% |
Disarm Resistance | 50% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 5% |
Inscriptions (3/3)
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 17% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 450% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 20 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 927% for 10 turns and instantly restoring 46 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. |
Class Talents
Spell / Sorcerous might | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Phasing | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Battlemage | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Battle channeling | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Mage adept | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Spell / Magical assault | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Spell / Staff combat | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Spell / Medic | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
talent | Deepsight |
talent | Defensive Posture |
talent | Empowered Arms |
detrimental effect | Reduces global action speed by 5%. Slow |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
beneficial effect | The target has magically enchanced defenses, allowing them to Block lightning damage with a shield. Magical Defense |
beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
detrimental effect | The target is poisoned, taking 61.77 nature damage per turn. Deadly Poison |
beneficial effect | Moving at extreme speed (450% faster). Any action other than movement will cancel it. Wild Speed |
beneficial effect | The target is empowered by energy stored in their ensorcelled shield, increasing physical and spell power by 4. Sorcerous Might |
detrimental effect | The target is channeling a battle rite, slowing movement by 50%. Channeling Focus |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
beneficial effect | The mana surge engulfs the target, regenerating 4.63 mana per turn. Surging mana |
beneficial effect | The target ignores pain, reducing all damage taken by 17%. Pain Suppression |
beneficial effect | The target is quickened, causing spells to cooldown 12% faster. Quickened |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Vision (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost anorithil (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You have been tasked to remove two threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * You have explored the ritch tunnels and vanquished their queen. | done |
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 |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
On feet | ![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +10 (+5 eff.) Fatigue: +2% Silence immunity: +21% Confusion immunity: +22% Stun/Freeze immunity: +22% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 19% chance to evade melee and ranged attacks and 6 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: 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. |
On head | ![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +7 (+3 eff.) Ranged Defense: +6 (+3 eff.) Changes stats: +4 Str Changes resistances: +6% cold / +6% fire Changes resistances penetration: +20% physical Physical save: +9 (+5 eff.) Life regen: +0.60 Maximum life: +50.00 A pointy cloth hat, very wizardly... |
On hands | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +7 Damage (Melee): 6 physical Changes stats: +2 Str Changes damage: +3% physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+2 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 9 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. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag Changes resistances: +6% nature / +2% physical / +3% darkness / +12% temporal Spell save: +4 (+2 eff.) Silence immunity: +5% Knockback immunity: +5% Rings can have magical properties. |
On fingers | ![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Mental save: +6 (+2 eff.) Confusion immunity: +20% Rings can have magical properties. |
Around neck | ![]() Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 4 lightning Changes stats: +2 Wil Changes resistances: +10% cold / +12% fire / +12% darkness / +11% light Changes resistances penetration: +10% arcane Changes damage: +9% lightning Mental save: +6 (+2 eff.) Blindness immunity: +20% Confusion immunity: +11% Mindpower: +7 (+3 eff.) Amulets can have magical properties. |
In main hand | ![]() Requires: - Magic 24 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 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: Physical crit. chance: +7.0% Defense: +6 (+3 eff.) Effects on melee hit: * 7% chance to blind Changes damage: +20% lightning Talent granted: +1 Command Staff Critical mult.: +12.00% Spellpower: +9 (+3 eff.) Spell crit. chance: +3% Light radius: +4 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 75.60 light damage. Staves designed for wielders of magic, by the greats of the art. |
Around waist | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
In off hand | ![]() Requires: - Strength 16 - Talent Heavy Armour Training (level 2) 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: 140% Str Damage type: Physical Mastery: Arcane Guardian Accuracy bonus: +2.5% procs dam / acc Crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Fatigue: +12% Changes resistances: +10% fire / +15% cold Talent granted: +2 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. |
Cloak | ![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Strength 20 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +10 Defense: +2 (+1 eff.) Fatigue: +10% Changes resistances: +32% cold Physical save: +8 (+4 eff.) Silence immunity: +5% Disarm immunity: +20% Confusion immunity: +5% Teleport immunity: +5% A suit of armour made of mail. |
Inventory
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() steel amulet 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 Amulets can have magical properties. |
![]() Bethimira the Morbussin (24-36 power, 1 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 24.0 - 36.0 Uses stat: 120% Str Damage type: Mind Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +12 mind Burst (radius 2) on crit: +20 nature When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +3% mind Changes damage: +6% nature Massive two-handed battleaxes. |
![]() Eleriara the steel battleaxe (21.5-32.25 power, 2 apr) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 21.5 - 32.3 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to corrode armour by 30% * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +4 acid Burst (radius 1) on hit: +12 acid When wielded/worn: Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Changes damage: +12% acid Massive two-handed battleaxes. |
![]() steel dagger of massacre (18-23.4 power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 18.0 - 23.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Sharp, short and deadly. |
![]() Salyleba Requires: - Dexterity 16 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 On weapon hit: * 40% chance to cause random gloom When wielded/worn: Accuracy: +4 (+2 eff.) Armour penetration: +4 Physical power: +6 (+2 eff.) Fatigue: -8% Changes stats: +2 Con Changes damage: +6% physical Talent mastery: +0.15 Wild-gift / Fungus Critical mult.: +10.00% It can be used to regenerate 102 life over 5 turns, putting all charms on cooldown for 20 turns. Longbows are used to shoot arrows at your foes. |
![]() Bregindur the Scaldbrawn (4-4.4 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.0 - 4.4 Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 11 arcane resource burn Damage (Melee): +24 fire Burst (radius 2) on crit: +8 fire When wielded/worn: Damage when hit (Melee): 4 fire Changes resistances: +3% arcane / +21% fire Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() vined mindstar 'Barkclamor' (5-5.5 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * Slows global speed by 26% * 28% chance to corrode armour by 30% Burst (radius 1) on hit: +4 nature Burst (radius 2) on crit: +8 acid When wielded/worn: Damage when hit (Melee): 16 nature Changes damage: +12% acid Mindpower: +4 (+2 eff.) Mental crit. chance: +2% It can be used to divide the mindstar in two, putting all charms on cooldown for 1 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Chygar the Glowrend Requires: - Dexterity 16 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 On weapon hit: * 40% chance to blind * 40% chance to cause random gloom When wielded/worn: Changes stats: +3 Con Changes resistances: +9% mind Changes damage: +12% light Talent mastery: +0.10 Wild-gift / Fungus Light radius: +3 It can be used to regenerate 96 life over 5 turns, putting all charms on cooldown for 20 turns. Slings are used to hurl stones or metal shots at your foes. |
![]() ash starstaff 'Aravor' (15-18 power, 7 apr, darkness element) Requires: - Magic 16 Infused by nature 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: +7 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +6 (+3 eff.) Effects on melee hit: * 10% chance to blind Changes stats: +2 Wil Changes damage: +15% darkness / +9% mind Talent granted: +1 Command Staff Stamina each turn: +0.60 Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Mental crit. chance: +4% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 56.14 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() Mayolaith (10-14 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 10.0 - 14.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Armour penetration: +7 Changes resistances: +6% lightning / +1% physical / +12% nature Changes resistances penetration: +6% physical Changes damage: +6% physical Mental save: +10 (+3 eff.) Psi when hit: +0.12 One-handed war axes. |
![]() steel waraxe of phasing (13.5-18.9 power, 10 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 13.5 - 18.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +4.0% Attack speed: 100% Damage Shield penetration (this weapon only): +15% One-handed war axes. |
![]() pair of rough leather boots 'Bleakhacker' (0 def, 5 armour) Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +4 (+1 eff.) Armour: +5 Fatigue: +1% Changes stats: +5 Str Changes resistances: +7% lightning / +7% temporal / +9% darkness Maximum stamina: +15.00 A pair of boots made of leather. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +4 Wil Changes resistances: +16% lightning Changes damage: +11% lightning Mental save: +9 (+3 eff.) Equilibrium when hit: +0.12 Maximum psi: +10.00 Light radius: +2 Heals friendly targets nearby when you use a nature summon: +40 A pointy cloth hat, very wizardly... |
![]() 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 Con Changes resistances: +5% lightning / +5% temporal A cap made of leather. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 12 darkness / 4 fire Changes resistances penetration: +10% darkness Changes damage: +12% darkness Physical save: +11 (+6 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Str Changes resistances: +11% light / +11% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Festerspar the cured leather armour (8 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +8 (+4 eff.) Fatigue: +7% Effects on melee hit: * Slows global speed by 30% * 15% chance to corrode armour by 30% Changes stats: +5 Str / +5 Dex Changes resistances: +9% nature / +6% acid Changes damage: +6% nature Physical save: +9 (+5 eff.) A suit of armour made of leather. |
![]() cured leather armour (2 def, 4 armour) Requires: - Strength 14 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% A suit of armour made of leather. |
![]() Iserianor the Brandoozer (6 def, 2 armour, 13.5-16.2 power, 38.5 block) Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 13.5 - 16.2 Uses stat: 100% Str Damage type: Physical Mastery: Arcane Guardian Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.0% Block value: +38 Damage (Melee): +12 nature / +8 fire When wielded/worn: Armour: +2 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +8% Damage when hit (Melee): 16 fire / 12 nature / 16 mind Changes resistances: +12% blight / +6% fire / +12% nature / +6% mind Changes resistances penetration: +10% mind Talent granted: +2 Block Maximum life: +47.00 Handheld deflection devices. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() miner's iron pickaxe (dig speed 29 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 0.00 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. |
![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: 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. |
![]() 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), 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. |
![]() steel torque of thermal psionic shield 'Unlighttaint' [power 47] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +6% acid / +3% fire / +18% darkness / +6% temporal Spell save: +29 (+13 eff.) It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 47 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 3 psi. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to remove up to 2 poisons or diseases from a target within range 8 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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 fluffy bopper the Yeek High Guard level 10
9th Flare 122nd year of Ascendancy at 06:23 see stats
By fluffy bopper the Yeek High Guard level 10
9th Flare 122nd year of Ascendancy at 06:23 see stats
By fluffy bopper the Yeek High Guard level 20
67th Dusk 122nd year of Ascendancy at 07:45 see stats
By fluffy bopper the Yeek High Guard level 16
41st Dusk 122nd year of Ascendancy at 12:06 see stats
By fluffy bopper the Yeek High Guard level 9
1st Flare 122nd year of Ascendancy at 07:33 see stats
By fluffy bopper the Yeek High Guard level 9
2nd Summertide 122nd year of Ascendancy at 08:03 see stats
By fluffy bopper the Yeek High Guard level 19
66th Dusk 122nd year of Ascendancy at 22:20 see stats
By fluffy bopper the Yeek High Guard level 18
46th Dusk 122nd year of Ascendancy at 01:51 see stats
By fluffy bopper the Yeek High Guard level 18
47th Dusk 122nd year of Ascendancy at 01:46 see stats
Log
Fluffy bopper casts Arcane Projection.
Fluffy bopper casts Arcane Projection.
Fluffy bopper slows down.
Glorowen the giant green ant is confounded!
Glorowen the giant green ant hits fluffy bopper for (4 warded), 0 arcane, (4 warded), 0 arcane (0 total damage).
Empowered Arms hits Glorowen the giant green ant for 19 lightning, 11 lightning (30 total damage).
fluffy bopper hits Glorowen the giant green ant for 65 lightning, (6 to psi shield), 3 physical, 18 lightning, 16 cold, (6 to psi shield), 3 physical (106 total damage).
Glorowen the giant green ant uses Brain Storm.
Fluffy bopper defense is magicaly enchanced!
Fluffy bopper resists the mind attack!
Glorowen the giant green ant hits fluffy bopper for (11 warded), 101 lightning (101 total damage).
Glorowen the giant green ant receives 76 healing.
Glorowen the giant green ant's Beyond the Flesh hits fluffy bopper for 10 physical, (2 warded), 0 nature, 16 physical (26 total damage).
fluffy bopper hits Glorowen the giant green ant for 5 lightning damage.
Talent Block is ready to use.
Talent Infusion: Movement is ready to use.
Insidious Poison from Glorowen the giant green ant hits fluffy bopper for (2 warded), 0 nature (0 total damage).
Deadly Poison from Glorowen the giant green ant hits fluffy bopper for (11 warded), 35 nature (35 total damage).
Fluffy bopper uses Infusion: Wild.
Fluffy bopper is no longer poisoned.
Fluffy bopper is cured!
Fluffy bopper lessens the pain.
Fluffy bopper uses Infusion: Movement.
Fluffy bopper is moving freely.
Fluffy bopper is moving at extreme speed!
Glorowen the giant green ant receives 76 healing.
Poison bursts out of Fluffy bopper's corpse!
Saving game...