Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 0.9.43 |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Yeek |
| Class | Wyrmic |
| Level / Exp | 28 / 33% |
| Size | small |
| Lifes / Deaths | Killed by Bodrosia the thalore at level 28 on the 19th Regrowth 123rd year of Ascendancy at 05:29 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 19 (base 15) |
| Dexterity | 20 (base 10) |
| Constitution | 42 (base 40) |
| Magic | 10 (base 10) |
| Willpower | 77 (base 59) |
| Cunning | 52 (base 22) |
Resources
| Life | -34/636 |
| Equilibrium | 165 |
| Healing Factor | 1 |
| Regeneration | 14.957707181837 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +103% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 3 |
Offense: Mainhand
| Damage | 50 |
| Accuracy | 47 |
| Crit Chance | 16% |
| APR | 45 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 51 |
| Accuracy | 47 |
| Crit Chance | 16% |
| APR | 45 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 50.9 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +2% |
| Physical | +7% |
| Mind | +12% |
| All | 0% |
| Lightning | +2% |
| Temporal | +6% |
| Cold | +2% |
| Fire | +7% |
| Nature | +9% |
Offense: Damage Penetration
| Lightning | +4% |
| Mind | +15% |
| Acid | +4% |
| Physical | +4% |
| Fire | +4% |
| Cold | +4% |
Defense: Base
| Armour (hardiness) | 49.045796930096 (30%) |
| Defense | 31.25 |
| Ranged Defense | 31.25 |
| Fatigue | 6 |
| Physical Save | 35.675 |
| Spell Save | 35.725 |
| Mental Save | 53.716666666667 |
Defense: Resistances
| Acid | + 29%( 70%) |
| Blight | + 27%( 70%) |
| Physical | + 23%( 70%) |
| Cold | + 37%( 70%) |
| All | + 22%( 70%) |
| Lightning | + 27%( 70%) |
| Light | + 33%( 70%) |
| Fire | + 43%( 70%) |
| Nature | + 23%( 70%) |
Defense: Immunities
| Stun Resistance | 25% |
| Confusion Resistance | 95% |
| Knockback Resistance | 90% |
| Silence Resistance | 60% |
| Blind Resistance | 25% |
Inscriptions (3/3)
| Infusion | Effective talent level: 1.0 RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Description: Activate the infusion to heal yourself for 322 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusion | Effective talent level: 1.0 WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to cure yourself of mental, physical effects and reduce all damage taken by 16% for 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 4/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Two-handed weapons | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 0.80 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Harmony | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Fungus | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 1/10 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Wild Growth |
| talent | Psiblades |
| talent | Icy Skin |
| beneficial effect | A flow of life spins around the target, regenerating 14.71 life per turn. Regeneration |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | The target ignores pain, reducing all damage taken by 16%. Pain Suppression |
| beneficial effect | You gain 12% resistance against cold. Resolve |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you gained talent category Wild-gift / Mindstar mastery (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved Strength by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved Willpower by +2. | 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 |
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 Murgol. * 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 |
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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the Dragon. | 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. You used the key inside the ruins of Nur and found a way into the fortress of old. The Weirdling Beast is dead, freeing the way into the fortress itself. You have activated what seems to be a ... butler? with your rod of recall. You have upgraded your rod of recall to transport you to the fortress. You have entered the exploratory farportal room and defeated the horror lurking there, you can now use the farportal. The fortress's current energy level is: 51. | active |
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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of precision without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed green worm. * You've found the needed giant spider spinneret. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of iron boots of evasion (6 def, 3 armour) pair of iron boots of evasion (6 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +6 Fatigue: +2% It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they come, granting you a 28% chance to completely evade them for 12 turns. Duration increases with Willpower, and chance to evade with Cunning and 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 | Berutoblek BerutoblekCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +4 Dex Damage when the wearer is hit: 12 physical Changes damage: +6% mind Maximum stamina: +10.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | warlord's dwarven-steel helm of might (0 def, 4 armour) warlord's dwarven-steel helm of might (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +12 Armour: +4 Fatigue: +4% Changes stats: +3 Str / +4 Wil / +3 Con Physical save: +10 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +3 Wil Changes resistances: +10% fire Changes damage: +5% fire It can be used to activate talent Flamespit (costing 6 power out of 24/24) : Effective talent level: 2.0 Power cost: 6 out of 24/24. Range: 10.00 Travel Speed: instantaneous Description: Spits a bolt of fire doing 54.53 fire damage. The damage will increase with mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
| Tool | iron torque of psychoportation [power 21] (30 cooldown) iron torque of psychoportation [power 21] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to teleport randomly (rad 21), placing all other charms into a 30 cooldown. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6.00 Travel Speed: instantaneous Description: Send tendrils of creeping dark out to attack your target and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 31 damage per turn. The damage will increase with your Mindpower. You do +4% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
| On fingers | voratun ring 'Zanamas' voratun ring 'Zanamas'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +9 Defense: +7 Changes stats: +7 Cun / +8 Dex Changes resistances: +6% blight Changes damage: +6% temporal Physical save: +12 Spell save: +12 Mental save: +9 It can be used to activate talent Disengage, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: 7.00 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
| Around neck | Natureclamor NatureclamorInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes damage: +9% nature Psi each turn: +0.30 Psi per kill: +3.00 Mindpower: +10 Amulets can have magical properties. |
| In main hand | radiant thorny mindstar of balance (8-8.8 power, 36.190476190476 apr, nature damage) radiant thorny mindstar of balance (8-8.8 power, 36.190476190476 apr, nature damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.0 - 8.8 Uses stats: 65% Wil, 32% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +36 Physical crit. chance: +3.5% Attack speed: 100% Damage when this weapon hits: +4 light When wielded/worn: Physical save: +4 Spell save: +5 Mental save: +3 Equilibrium when hit: +0.60 Mindpower: +5 Mental crit. chance: +5% Light radius: +1 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 2 It is part of a set of items. When wielded/worn: Armour: +4 Maximum encumberance: +70 Knockback immunity: +40% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | Shimmerclash (8.5-9.35 power, 36.190476190476 apr, nature damage) Shimmerclash (8.5-9.35 power, 36.190476190476 apr, nature damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 Uses stats: 65% Wil, 32% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +36 Physical crit. chance: +3.5% Attack speed: 100% Damage when this weapon hits: +8 lightning daze When wielded/worn: Changes resistances penetration: +15% mind Changes damage: +6% mind Mindpower: +3 Mental crit. chance: +3% 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. |
| Cloak | cashmere cloak 'Xylewyn' (8 def, 0 armour) cashmere cloak 'Xylewyn' (8 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +8 Changes stats: +2 Str / +3 Wil / +3 Cun Damage when the wearer is hit: 12 physical Changes resistances: +14% light / +14% fire Stealth bonus: +10 Mental save: +7 Mental crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Skin of Many (12 def, 6 armour) Skin of Many (12 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 Fatigue: +7% Changes stats: +4 Con Talent mastery: -0.20 Cunning / Stealth Maximum life: +40.00 Infravision radius: +3 The stitched-together skin of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
Inventory
warrior's movement infusion (567% speed; 6 turns) warrior's movement infusion (567% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to increase movement speed by 567% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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 ability. |
Blood of Life Blood of LifeInfused by nature 0.40 Encumbrance. Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. The Blood of Life! It can let a living being resurrect in case of an untimely demise. But only once! |
duelist's teleportation rune (range 40) duelist's teleportation rune (range 40)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is Spell: true Description: Activate the rune to teleport randomly in a range of 40 with a minimum range of 15. Its effects scale with your Dexterity 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 ability. |
Offaltreason OffaltreasonInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +15% acid Changes damage: +15% nature Amulets can have magical properties. |
copper amulet of dexterity (+2) copper amulet of dexterity (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Dex Amulets can have magical properties. |
grounding steel amulet of vision grounding steel amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% lightning Blindness immunity: +12% Stun/Freeze immunity: +26% Infravision radius: +1 See invisible: +6 Amulets can have magical properties. |
inertial gold amulet of the fish inertial gold amulet of the fishInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +10% cold Allows you to breathe in: water Pinning immunity: +24% Stamina each turn: +0.30 Amulets can have magical properties. |
wanderer's gold amulet wanderer's gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -4% Changes stats: +4 Cun / +5 Con Amulets can have magical properties. |
Elemental Fury Elemental FuryPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% arcane / +12% fire / +12% cold / +12% lightning / +12% acid This ring shines with many colors. |
marksman's steel ring marksman's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 Changes stats: +3 Dex Rings can have magical properties. |
rogue's copper ring of perseverance rogue's copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 Changes stats: +3 Cun Stun/Freeze immunity: +21% Life regen: +0.50 Rings can have magical properties. |
rogue's gold ring rogue's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +10 Changes stats: +5 Cun Rings can have magical properties. |
savior's copper ring of fire (+20%) savior's copper ring of fire (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% fire Changes damage: +10% fire Physical save: +6 Spell save: +6 Mental save: +5 Rings can have magical properties. |
warrior's copper ring of nature (+22%) warrior's copper ring of nature (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +22% nature Changes damage: +11% nature Rings can have magical properties. |
warrior's steel ring of tenacity warrior's steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 Changes stats: +4 Str Disarm immunity: +24% Pinning immunity: +23% Knockback immunity: +21% Rings can have magical properties. |
thorny mindstar of flames (9-9.9 power, 24 apr, mind damage) thorny mindstar of flames (9-9.9 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.0 - 9.9 Uses stats: 40% Wil, 20% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when the wearer is hit: 5 fire Changes resistances: +6% fire Changes resistances penetration: +2% fire Changes damage: +4% fire Mindpower: +3 Mental crit. chance: +3% 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. |
Alychik (10.5-14.7 power, 3 apr) Alychik (10.5-14.7 power, 3 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 10.5 - 14.7 Uses stat: 100% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% When wielded/worn: Changes stats: +5 Str Maximum life: +10.00 One-handed war axes. |
Blazevengeance (0 def, 1 armour) Blazevengeance (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +12% mind / +6% fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Aletta's Diadem (0 def, 0 armour) Aletta's Diadem (0 def, 0 armour)Requires: - Willpower 24 Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Changes stats: +4 Cun / +4 Wil Damage when the wearer is hit: 12 mind Changes damage: +10% mind Mindpower: +12 Mental crit. chance: +5% It can be used to activate talent Psychic Lobotomy (costing 8 power out of 10/10) : Effective talent level: 3.0 Power cost: 8 out of 10/10. Range: 7.00 Travel Speed: instantaneous Description: Inflicts 126.55 mind damage and cripples the target's higher mental functions, reducing cunning by 12 and confusing (25% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
Eel-skin armour (10 def, 1 armour) Eel-skin armour (10 def, 1 armour)Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +1 Defense: +10 Fatigue: +2% Changes stats: +3 Cun / +2 Dex Poison immunity: +30% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 18 power out of 50/50) : Effective talent level: 2.0 Power cost: 18 out of 50/50. Range: 10.00 Travel Speed: instantaneous Description: Calls forth a powerful beam of lightning doing 57.33 to 171.98 damage The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Borfast's Cage (10 def, 15 armour) Borfast's Cage (10 def, 15 armour)Requires: - Strength 35 - Talent Armour Training (level 4) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +15 Defense: +10 Fatigue: +24% Changes stats: +5 Con Changes resistances: +15% physical / -15% acid Reduces opponents crit chance: 20% Physical save: +15 Knockback immunity: +30% Life regen: +2.00 Maximum life: +50.00 Inch thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
155 alchemist agate 155 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. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
3 opal 3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe of wreckage (dig speed 20 turns) iron pickaxe of wreckage (dig speed 20 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +6 Changes stats: +2 Str It can be used to dig a wall, cut a tree, ..., placing all other charms into a 1 cooldown. Allows you to dig a wall, remove a tree, create ways. |
5 emerald 5 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Gems can be sold for money or used in arcane rituals. |
Runeharagund RuneharagundInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Allows you to breathe in: water 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. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
The Bladed Rift The Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: tool / misc ; tier 4 When wielded/worn: Damage when the wearer is hit: 25 physical + bleeding Changes resistances: +15% temporal Changes damage: +5% physical / +10% temporal Spellpower: +5 Mindpower: +5 It can be used to activate talent Animate Blade (costing 40 power out of 40/40) : Effective talent level: 1.0 Power cost: 40 out of 40/40. Range: 10.00 Travel Speed: instantaneous Is Spell: true Description: Open a hole in space, summoning an animate blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
4 garnet 4 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Gems can be sold for money or used in arcane rituals. |
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, 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 Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, 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. |
Harim of clear mind [power 2] (20 cooldown) Harim of clear mind [power 2] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +6% temporal / +12% blight Stun/Freeze immunity: +15% It can be used to absorbs and nullifies at most 2 detrimental mental status effects in the next 6 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
3 amethyst 3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +3% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +3% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% 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 Gems can be sold for money or used in arcane rituals. |
Achievements
Antimagic!
Completed antimagic training in the Ziguranth camp.By SpTm the Yeek Wyrmic level 20
28th Haze 122nd year of Ascendancy at 19:21 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By SpTm the Yeek Wyrmic level 16
32nd Dusk 122nd year of Ascendancy at 21:31 see stats
Exterminator
Killed 1000 creaturesBy SpTm the Yeek Wyrmic level 20
19th Haze 122nd year of Ascendancy at 02:03 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By SpTm the Yeek Wyrmic level 27
4th Allure 123rd year of Ascendancy at 05:22 see stats
Fear me not!
Survive the Fearscape!By SpTm the Yeek Wyrmic level 28
19th Regrowth 123rd year of Ascendancy at 05:11 see stats
Home sweet home
Dispatched the Weirdling Beast and taken possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By SpTm the Yeek Wyrmic level 21
36th Haze 122nd year of Ascendancy at 01:45 see stats
Level 10
Got a character to level 10.By SpTm the Yeek Wyrmic level 10
1st Flare 122nd year of Ascendancy at 10:26 see stats
Level 20
Got a character to level 20.By SpTm the Yeek Wyrmic level 20
61st Dusk 122nd year of Ascendancy at 07:00 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By SpTm the Yeek Wyrmic level 20
61st Dusk 122nd year of Ascendancy at 10:40 see stats
The Arena
Unlocked Arena mode.By SpTm the Yeek Wyrmic level 9
10th Mirth 122nd year of Ascendancy at 15:01 see stats
Treasure Hunter
Amass 1000 gold pieces.By SpTm the Yeek Wyrmic level 21
36th Haze 122nd year of Ascendancy at 05:28 see stats
Log
SpTm is invigorated by the attack!
SpTm is encased in ice!
Bodrosia the thalore hits SpTm for 185 cold damage.
Talent Acidic Spray is ready to use.
Bodrosia the thalore shrugs off the effect 'Corrode'!
SpTm hits Iceblock for 34 acid damage.
SpTm hits Iceblock for 34 acid damage.
Looking around... (direction keys to select interesting things, shift+direction keys to move freely)
SpTm uses Infusion: Wild.
SpTm is free from the ice.
SpTm is cured!
SpTm lessens the pain.
Looking around... (direction keys to select interesting things, shift+direction keys to move freely)
Looking around... (direction keys to select interesting things, shift+direction keys to move freely)
SpTm spits acid!
SpTm hits golem (servant of Noteral the human) for 193 acid damage.
SpTm killed golem (servant of Noteral the human)!
SpTm hits Bodrosia the thalore for 175 acid damage.
Bodrosia the thalore is confused and fails to use Lightning Breath.
SpTm has finished recovering.
Bodrosia the thalore is corroded.
SpTm hits Bodrosia the thalore for 31 acid damage.
Looking around... (direction keys to select interesting things, shift+direction keys to move freely)
SpTm uses Wing Buffet.
Bodrosia the thalore resists the knockback!
SpTm hits Bodrosia the thalore for 9 physical damage.
Bodrosia the thalore breathes lightning!
Saving done.
Saving done.
Saving game...
