Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.0Donators/Buyers bonus! ZOmnibus Lite 1.7.0A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Shimmer Pack: Pyromania 1.6.0Cosmetic pack! Weekly Adventurer 1.5.7Adds the Weekly Adventurer class, used in the Weekly Adventurer Challenge. Featuring talent trees generously submitted by the following authors: minmay== Harbinger == ( https://te4.org/games/addons/tome/harbinger ) Wild Gift / Blaze Wild Gift / Blizzard Wild Gift / Cyclone Wild Gift / Endurance Wild Gift / Rain Wild Gift / Supercell Wild Gift / Thunder == Zephyr == ( https://te4.org/games/addons/tome/zephyr-class ) Spell / Air Archery Spell / Storm Archery Spell / Swiftness Spell / Wild Magic nsrr== White Monk == ( https://te4.org/games/addons/tome/whitemonk ) Technique / Agile Combatant Technique / Black Belt Technique / Fending Technique / Martial Arts Technique / Mending Technique / Transcending Changelog1.0.2: 1.0.0: Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Male |
Race | Dwarf |
Class | Brawler |
Level / Exp | 11 / 27% |
Size | medium |
Lifes / Deaths | Killed by Xylessra the elven warrior at level 11 on the 20th Profit 122nd year of Ascendancy at 16:45 / 1 |
Primary Stats
Strength | 27 (base 13) |
Dexterity | 40 (base 36) |
Constitution | 23 (base 10) |
Magic | 8 (base 10) |
Willpower | 19 (base 10) |
Cunning | 31 (base 23) |
Resources
Life | -65/607 |
Stamina | 9/162 |
Healing Factor | 1.5399022211821 |
Regeneration | 15.630007544998 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -2.2204460492503E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 4 |
Offense: Barehand
Damage | 40 |
Accuracy | 41 |
Crit Chance | 18% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 4 |
Crit Chance | 7% |
Speed | 1 |
Offense: Mind
Mindpower | 22 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Cold | +9% |
Darkness | +3% |
Offense: Damage Penetration
Darkness | +5% |
Mind | +10% |
Cold | +10% |
Defense: Base
Armour (hardiness) | 9 (44.574340358689%) |
Defense | 43 |
Ranged Defense | 43 |
Fatigue | 0 |
Physical Save | 29 |
Spell Save | 9 |
Mental Save | 28 |
Defense: Resistances
Darkness | + 13%( 70%) |
Fire | + 7%( 70%) |
Nature | + 18%( 70%) |
Blight | + 14%( 70%) |
Physical | + 7%( 70%) |
Mind | + 10%( 70%) |
All | + 4%( 70%) |
Defense: Immunities
Poison Resistance | 21% |
Instadeath Resistance | 100% |
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 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Technique / Pugilism | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Finishing moves | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Tactical | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
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. | active |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
On feet | Unregen (0 def, 3 armour) Unregen (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% Damage when hit (Melee): 4 physical Changes stats: +2 Str / +2 Cun / +2 Con Changes resistances: +2% physical Physical save: +11 (+6 eff.) Mental save: +11 (+6 eff.) 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. |
On hands | brawler's iron gauntlets of the nighthunter (0 def, 1 armour) brawler's iron gauntlets of the nighthunter (0 def, 1 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +1 Fatigue: +1% Changes stats: +3 Str / +3 Dex / +3 Cun Changes resistances: +6% darkness Talent cooldown: Double Strike (-1 turn) Physical save: +6 (+3 eff.) Infravision radius: +2 When used to modify unarmed attacks: Power: 99% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +9 Armour Penetration: +3 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Set Up (10% chance level 1). When this weapon crits: Dominate (10% chance level 1). Damage (Melee): +5 darkness It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 15 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
On head | Snowtorrent (0 def, 3 armour) Snowtorrent (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +25 (+9 eff.) Armour: +3 Fatigue: +5% Damage when hit (Melee): 4 cold Changes stats: +3 Dex Changes resistances: +1% physical Only die when reaching: -20.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | elm totem of healing 'Glacierumbra' [power 110] (2/15 cooldown) elm totem of healing 'Glacierumbra' [power 110] (2/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes stats: +3 Cun / +1 Str Changes resistances penetration: +10% cold Changes damage: +9% cold Infravision radius: +2 It can be used to heal yourself and all friendly characters within 10 spaces for 110 Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Around neck | steel amulet 'Bleakwedge' steel amulet 'Bleakwedge'Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Changes resistances: +10% blight / +15% nature / +6% mind Changes resistances penetration: +10% mind Changes damage: +3% darkness Poison immunity: +21% Disease immunity: +20% Amulets make your neck look great! |
Main armor | troll-hide rough leather armour of Eyal (3 def, 2 armour) troll-hide rough leather armour of Eyal (3 def, 2 armour)Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% Life regen: +5.00 Maximum life: +50.00 Healing mod.: +22% A suit of armour made of leather. |
Light source | survivor's brass lantern of health survivor's brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +5 (+3 eff.) Maximum life: +43.00 Light radius: +3 Healing mod.: +10% 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. |
Cloak | linen cloak 'Blindoozer' (11 def, 0 armour) linen cloak 'Blindoozer' (11 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+1 eff.) Defense: +11 (+3 eff.) Fatigue: -2% Changes resistances: +3% fire Changes resistances penetration: +5% darkness Life regen: +4.00 Maximum life: +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | Pitchsweep PitchsweepInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +3% darkness Mental save: +9 (+5 eff.) Life regen: +0.90 Healing mod.: +11% A belt that goes around your waist. |
Inventory
healing infusion of the psychic (heal 81; cd 13) healing infusion of the psychic (heal 81; cd 13)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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 81 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
This item will automatically be transmogrified when you leave the level. elm magestaff (100% power, 2 apr, lightning element)elm magestaff (100% power, 2 apr, lightning element) Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% lightning Talent granted: +1 Command Staff Spellpower: +3 (+2 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
ash vilestaff 'Olutar' (111% power, 3 apr, blight element) ash vilestaff 'Olutar' (111% power, 3 apr, blight element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +5 Defense: +4 (+1 eff.) Changes stats: +3 Str / +1 Con Maximum wards: +2 blight Changes damage: +15% blight Talents granted: +1 Ward +1 Command Staff Critical mult.: +5.00% Spellpower on spell critical (stacks up to 3 times): +3 Only die when reaching: -20.00 life Spellpower: +6 (+3 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
Charspiker the iron mace (116% power, 2 apr) Charspiker the iron mace (116% power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Power: 116% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% When wielded/worn: Changes stats: +2 Cun Changes damage: +3% fire Psi when hit: +0.04 Mental crit. chance: +4% Blunt and deadly. |
Layuwe the Balancespike (3 def, 2 armour) Layuwe the Balancespike (3 def, 2 armour)Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% Effects on melee hit: * 10% chance to slow global speed by 41% Damage when hit (Melee): 2 lightning Changes resistances: +3% nature / +6% cold Changes resistances penetration: +10% lightning Maximum life: +20.00 A suit of armour made of leather. |
Hettirak the linen cloak (1 def, 0 armour) Hettirak the linen cloak (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour penetration: +2 Defense: +1 (+0 eff.) Damage when hit (Melee): 8 physical Changes stats: +1 Str / +4 Dex Changes resistances: +3% blight Spell save: +6 (+6 eff.) Mental save: +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak of the hunter (7 def, 0 armour) enveloping linen cloak of the hunter (7 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +15 (+5 eff.) Defense: +7 (+2 eff.) Fatigue: -4% Physical save: +6 (+3 eff.) Maximum life: +43.00 Maximum stamina: +12.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Hellquake' (1 def, 0 armour) linen cloak 'Hellquake' (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Wil Changes resistances: +3% darkness Changes resistances penetration: +15% fire Changes damage: +9% fire Mental save: +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Scaldterror' (1 def, 0 armour) linen cloak 'Scaldterror' (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+1 eff.) Defense: +1 (+0 eff.) Fatigue: -3% Damage when hit (Melee): 4 fire Changes stats: +3 Cun / +1 Wil Changes resistances: +9% fire Changes damage: +3% nature A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. pair of rough leather boots 'Cindergash' (0 def, 1 armour)pair of rough leather boots 'Cindergash' (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Damage when hit (Melee): 2 fire Changes resistances: +5% lightning / +6% temporal / +6% acid Spellpower on spell critical (stacks up to 3 times): +10 Spell crit. chance: +3% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A pair of boots made of leather. |
Silemina (10 def, 3 armour) Silemina (10 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Armour: +3 Defense: +10 (+3 eff.) Fatigue: +2% Changes stats: +3 Dex / +3 Mag / +3 Wil / +1 Con Changes resistances penetration: +5% temporal Changes damage: +3% physical / +6% temporal It can be used to blink to a nearby random location (rad 7) Activation puts all charms on cooldown for 25 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
naturalist's hardened leather gloves of strength (+3) (0 def, 2 armour) naturalist's hardened leather gloves of strength (+3) (0 def, 2 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +2 Damage (Melee): 6 nature Changes stats: +3 Str Changes resistances: +5% nature Changes damage: +3% nature When used to modify unarmed attacks: Power: 122% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 125% When this weapon hits: Venomous Breath (10% chance level 3). Damage (radius 2) on crit: +7 nature Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. Lightningripper (0 def, 1 armour)Lightningripper (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 2 lightning Changes resistances: +5% arcane Changes resistances penetration: +20% arcane / +15% cold Changes damage: +3% lightning Stamina when hit: +0.70 Equilibrium when hit: +1.00 A cap made of leather. |
rough leather cap 'Shinepyre' (0 def, 3 armour) rough leather cap 'Shinepyre' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +1% Changes stats: +3 Dex / +2 Con Changes resistances penetration: +10% light Infravision radius: +1 A cap made of leather. |
Betenn the Strikesmasher (0 def, 3 armour) Betenn the Strikesmasher (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 2 mind / 4 lightning Changes stats: +5 Str / +3 Con Hate when firing a critical mind attack: +1.00 Maximum hate: +2.00 Mental crit. chance: +1% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. Lustrewrecker the iron helm (0 def, 3 armour)Lustrewrecker the iron helm (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: * 20% chance to reduce all saves and defense by 15 Changes resistances: +3% mind Changes resistances penetration: +5% light / +10% arcane Stamina when hit: +0.70 Equilibrium when hit: +0.70 Light radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
cleansing iron helm (0 def, 3 armour) cleansing iron helm (0 def, 3 armour)Requires: - Heavy armour training Infused by arcane disrupting forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +5% nature / +5% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
cleansing iron helm of the depths (0 def, 3 armour) cleansing iron helm of the depths (0 def, 3 armour)Requires: - Heavy armour training Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +6% blight / +7% cold / +6% nature Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. agateagate 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. |
Lisuma LisumaInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Cun / +3 Wil Changes resistances penetration: +5% physical Changes damage: +5% mind Maximum hate: +10.00 Mindpower: +5 (+3 eff.) Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
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. |
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. |
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 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. |
Aderianne [power 116] (2/15 cooldown) Aderianne [power 116] (2/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Armour: +4 Changes stats: +3 Mag It can be used to sting an enemy dealing 116 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Gain a 11% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)Powered by unknown forces 0.00 Encumbrance. [Plot Item] Type: mirror / mirror It can be used to change your appearance Activation costs 1 power out of 1/1. A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Achievements
By Bob the Dwarf Brawler level 10
6th Profit 122nd year of Ascendancy at 22:21 see stats
By Bob the Dwarf Brawler level 6
18th Voratun 122nd year of Ascendancy at 23:46 see stats
By Bob the Dwarf Brawler level 10
11st Profit 122nd year of Ascendancy at 21:23 see stats
Log
Something hits Cyryth the mean looking elven guard for 8 temporal, 8 darkness (16 total damage).
Cyryth the mean looking elven guard hits Something for 11 physical, 6 healing, 6 healing (11 total damage) [12 healing].
Xylessra the elven warrior casts Flame.
Bob is on fire!
Xylessra the elven warrior hits Bob for (8 flat reduction), 40 fire (40 total damage).
Bob is stunned with fear!
Bob throws two quick punches.
Bob hits Xylessra the elven warrior for 11 physical, 2 darkness, 12 physical, 2 darkness (28 total damage).
Bleeding from Xylessra the elven warrior hits Bob for (8 flat reduction), 25 physical (25 total damage).
Burning from Xylessra the elven warrior hits Bob for (8 flat reduction), 8 fire (8 total damage).
Cyryth the mean looking elven guard shoots!
Xylessra the elven warrior casts Blastwave.
Xylessra the elven warrior's spell attains critical power!
Bob resists the punch!
Xylessra the elven warrior hits Bob for (8 flat reduction), 14 fire (14 total damage).
Bob hits Xylessra the elven warrior for 5 physical, 2 darkness (7 total damage).
Bob isn't moving as defensively anymore.
Talent Disengage is ready to use.
Talent Uppercut is ready to use.
Talent Concussive Punch is ready to use.
Talent Dig is ready to use.
Bleeding from Xylessra the elven warrior hits Bob for (8 flat reduction), 25 physical (25 total damage).
Burning from Xylessra the elven warrior hits Bob for (8 flat reduction), 10 fire (10 total damage).
Cyryth the mean looking elven guard shoots!
Xylessra the elven warrior casts Lightning.
Xylessra the elven warrior's spell attains critical power!
Xylessra the elven warrior hits Bob for (8 flat reduction), 120 lightning (120 total damage).
Bob the level 11 dwarf brawler was volted to death by Xylessra the elven warrior on level 3 of Rhaloren Camp.