Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Ashes of Urh'Rok 1.7.4Official 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:
Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.4Official 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official 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 | Nightmare Roguelike |
Sex | Male |
Race | Halfling |
Class | Skirmisher |
Level / Exp | 38 / 44% |
Size | small |
Lifes / Deaths | no deaths recorded / 0 |
Antimagic | Follower |
Primary Stats
Strength | 34 (base 18) |
Dexterity | 91 (base 60) |
Constitution | 24 (base 10) |
Magic | 21 (base 10) |
Willpower | 76 (base 32) |
Cunning | 84 (base 56) |
Resources
Life | 936/936 |
Steam | 95/100 |
Stamina | 406/406 |
Equilibrium | 30 |
Healing Factor | 1.1082474226804 |
Regeneration | 28.496082276076 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 9 |
Infravision | 12 |
See Stealth | 61.453993780778 |
See Invisible | 70.453993780778 |
ESP Range | 10 |
ESP Kinds | animal/canine, humanoid/orc |
Offense: Mainhand
Damage | 150 |
Accuracy | 71 |
Crit Chance | 35% |
APR | 39 |
Speed | 0.80 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 33 |
Crit Chance | 25% |
Speed | 1 |
Offense: Mind
Mindpower | 56 |
Crit Chance | 25% |
Speed | 1 |
Offense: Damage Bonus
Physical | +20% |
Light | +6% |
Nature | +24% |
Mind | +6% |
Arcane | +15% |
Cold | +16% |
All | 0% |
Offense: Damage Penetration
Physical | +45% |
Light | +10% |
Mind | +10% |
Defense: Base
Armour (hardiness) | 49.437455344098 (86.485078648085%) |
Defense | 66 |
Ranged Defense | 74 |
Fatigue | 0 |
Physical Save | 40 |
Spell Save | 34 |
Mental Save | 59 |
Defense: Resistances
Acid | + 48%( 70%) |
Blight | + 13%( 70%) |
Arcane | + 18%( 70%) |
Cold | + 67%( 70%) |
All | + 4%( 70%) |
Darkness | + 20%( 70%) |
Light | + 23%( 70%) |
Temporal | + 19%( 70%) |
Physical | + 57%( 70%) |
Lightning | + 64%( 70%) |
Fire | + 70%( 70%) |
Nature | + 13%( 70%) |
Defense: Immunities
Teleport Resistance | 45% |
Disarm Resistance | 100% |
Bleed Resistance | 70% |
Confusion Resistance | 25% |
Instadeath Resistance | 100% |
Pinning Resistance | 100% |
Poison Resistance | 85% |
Knockback Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 2.5 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 mental and physical effect and reduce all damage taken by 21% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 570 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse 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 increase movement speed by 695% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 198% efficiency and cooldown mod of 60%. Its effects scale with your Willpower stat. |
Class Talents
Technique / Tireless Combatant | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Technique / Buckler Training | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Cunning / Trapping | 1.10 |
| 5/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Cunning / Called Shots | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Steamtech / Physics | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Prodigies
| 1/1 |
Effects
talent | Antimagic Shield |
talent | Trained Reactions |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Willpower by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Dexterity by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 7 of Dreadfell. Escort: lone alchemist (level 7 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Disengage (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 4 of Old Forest. Escort: lost tinker (level 4 of Old Forest) | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Willpower by +2. | 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 huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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 bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * 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: 50. | 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 AlchemistsMarus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of focus. 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 multi-hued wyrm scale. * You've found the needed vampire lord fang. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
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 | Shoes of Slowly Moving Quickly (0 def, 0 armour) Shoes of Slowly Moving Quickly (0 def, 0 armour) Requires: - Level 25 Powered by unknown forces Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Fatigue: +6% Changes stats: +8 Dex / +8 Mag / +8 Wil / +8 Cun Talent granted: +4 Moss Tread Stealth bonus: +8 Pinning immunity: +600% Knockback immunity: +100% Spellpower: +5 (+2 eff.) Steampower: +5 (+2 eff.) Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. You move 3 spaces at once. It can be used to activate talent Tornado (costing 15 power out of 20/20) : Effective talent level: 4.5 Power cost: 15 out of 20/20. Range: 10 Travel Speed: 100% of base Is: a mind power and a nature gift Description: Summon a tornado that moves very slowly towards the target, following it if it changes position. Each time it moves every foes within radius 2 takes 19.24 lightning damage and is knocked back 2 spaces. When it reaches the target it explodes in a radius of 3, knocking back targets and dealing 102.58 lightning and 123.10 physical damage. The tornado will move a maximum of 20 times. Damage will increase with your Mindpower. Each point in storm drake talents also increases your lightning resistance by 1%. A wonder of footwear! You can set a shoe to stay in place while the other one goes very fast, spinning around to create tornados! This object's appearance was changed to Shoes of Moving Slowly. |
Quiver | Firemark the pouch of voratun shots (24/24, 52-62 power, 6 apr) Firemark the pouch of voratun shots (24/24, 52-62 power, 6 apr)Requires: - Dexterity 48 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 51.5 - 61.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +7.0% Capacity: 24 On weapon hit: * 40% chance to daze at end of turn * 25% chance to put talents on cooldown Damage (Ranged): +16 lightning / +32 fire Damage (radius 1) on hit: +36 fire Shots are used with slings to pummel your foes to death. |
Light source | Silemira SilemiraInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Armour: +4 Changes stats: +6 Str / +4 Con Changes resistances: +9% blight Physical save: +9 (+3 eff.) Life regen: +4.50 Stamina each turn: +0.60 Maximum life: +30.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Bethadath the Brandstreak (0 def, 7 armour) Bethadath the Brandstreak (0 def, 7 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +7 Fatigue: +3% Changes stats: +6 Dex Changes resistances: +6% acid / +12% fire / +17% darkness / +5% arcane Reduces incoming crit damage: 10.00% Disease immunity: +20% Confusion immunity: +25% Infravision radius: +11 Sight radius: +2 See stealth: +15 See invisible: +15 A hat made of leather. Very stylish. This object's appearance was changed to Eye of the Forest. |
On hands | Shinefiend the drakeskin leather gloves (0 def, 3 armour) Shinefiend the drakeskin leather gloves (0 def, 3 armour) Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Changes resistances: +12% lightning / +3% fire / +5% arcane / +6% cold Changes resistances penetration: +10% light Talent granted: +5 Iron Grip Disarm immunity: +100% Life regen: +2.80 Stamina each turn: +1.80 Maximum stamina: +40.00 Light radius: +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. This object's appearance was changed to Sludgegrip. |
Tool | Ragechak (dig speed 22 turns) Ragechak (dig speed 22 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +10 Damage when hit (Melee): 12 blight Changes stats: +6 Str / +2 Wil Changes damage: +15% arcane Spellpower: +20 (+9 eff.) When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 3.5 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +80 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
On fingers | Viperkin ViperkinInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +9 (+3 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +6 Cun / +7 Wil Changes resistances: +9% nature / +5% arcane Reduces incoming crit damage: 15.00% Spell save: +15 (+7 eff.) Disease immunity: +25% Teleport immunity: +15% Mindpower: +9 (+3 eff.) Rings can have magical properties. |
On fingers | Siledhessra SiledhessraInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +9 (+3 eff.) Ranged Defense: +9 (+2 eff.) Changes resistances: +32% cold Changes damage: +16% cold Physical save: +30 (+10 eff.) Mental save: +30 (+7 eff.) Poison immunity: +15% Pinning immunity: +40% Teleport immunity: +30% Rings can have magical properties. |
Around neck | Pitchdare of the Blightspawn Pitchdare of the BlightspawnInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +16 Fatigue: -4% Effects when hit in melee: * 31% chance to reduce strength, dexterity, and constitution by 18 * 35% chance to reduce damage dealt by 27% Changes stats: +3 Mag / +10 Wil Changes resistances: +9% physical Changes resistances penetration: +10% mind Grants telepathy: Humanoid/Orc Critical mult.: +18.00% Stamina each turn: +1.00 Infravision radius: +1 Amulets can have magical properties. |
In main hand | Bydutar the Swampimmortal Bydutar the Swampimmortal Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 4 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 125% Firing range: +9 On weapon hit: * 40% chance to daze at end of turn * 40% chance to slow global speed by 61% * splashes acid on your target dealing 59 damage and reducing their armor Damage (radius 2) on crit: +4 nature When wielded/worn: Changes resistances: +9% acid / +12% lightning Changes resistances penetration: +20% physical Changes damage: +24% nature / +20% physical Slings are used to hurl stones or metal shots at your foes. |
Around waist | drakeskin leather belt 'Hettoromigrim' drakeskin leather belt 'Hettoromigrim' Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +12 (+4 eff.) Changes stats: +5 Dex Changes resistances: +10% lightning / +13% temporal Changes resistances penetration: +25% physical Maximum life: +40.00 A belt that goes around your waist. |
In off hand | voratun shield 'Sunzeal' (12 def, 3 armour, 66-79 power, 202 block) voratun shield 'Sunzeal' (12 def, 3 armour, 66-79 power, 202 block)Requires: - Cunning 48 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 65.5 - 78.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +202 Damage (Melee): +12 light When wielded/worn: Armour: +3 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Effects on melee hit: * 30% chance to blind Changes resistances: +11% acid / +20% light / +12% fire / +8% cold / +8% lightning Changes damage: +6% light Talent granted: +5 Block Light radius: +3 Handheld deflection devices. This object's appearance was changed to Wrathroot's Barkwood. |
Cloak | elven-silk cloak 'Belurewyn' (3 def, 0 armour) elven-silk cloak 'Belurewyn' (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Fatigue: -18% Changes stats: +5 Str / +3 Dex / +4 Wil / +2 Cun / +9 Con Changes damage: +6% mind A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | drakeskin leather armour 'Elitha' (5 def, 22 armour) drakeskin leather armour 'Elitha' (5 def, 22 armour) Requires: - Strength 20 Infused by nature Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +22 Defense: +5 (+2 eff.) Fatigue: +8% Damage (Melee): 10 fire Damage (Ranged): 10 fire Changes stats: +2 Str / +2 Dex / +9 Wil / +9 Cun Changes resistances: +20% acid / +46% physical / +3% temporal / +50% fire / +20% lightning / +20% cold Reduces incoming crit damage: 15.00% Mental save: +31 (+8 eff.) Poison immunity: +70% Disease immunity: +70% Cut immunity: +70% Life regen: +10.00 Maximum hate: +8.00 Mindpower: +15 (+5 eff.) See invisible: +9 A suit of armour made of leather. This object's appearance was changed to Breath of Eyal. |
Inventory
heroism infusion of the duelist (die at -705; dur 9; cd 26) heroism infusion of the duelist (die at -705; dur 9; cd 26)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: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 9 turns. While Heroism is active, you will only die when reaching -705 life. The duration and life will increase by 1% for every 1% life you have lost (currently 705 life, 9 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity 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. |
heroism infusion of the titan (die at -732; dur 12; cd 24) heroism infusion of the titan (die at -732; dur 12; cd 24)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: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 12 turns. While Heroism is active, you will only die when reaching -732 life. The duration and life will increase by 1% for every 1% life you have lost (currently 732 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
13 onyx 13 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
12 lapis lazuli 12 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
17 emerald 17 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 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise 2 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
13 garnet 13 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% Latent Damage Type: Fire 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 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. |
amazing pain suppressor salve [power 531] amazing pain suppressor salve [power 531]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 198% efficiency and 60% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -531 life and reduces all damage by 26% for 7 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 10 turns. Medical salve. |
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. |
voratun razor edge voratun razor edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Armour Penetration: +20 Crit. chance: +20.0% Tinkers can be attached to normal items to improve them with steam power! |
diamond diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
moonstone moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
19 quartz 19 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% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
By Brace the Halfling Skirmisher level 33
58th Pyre 123rd year of Ascendancy at 01:20 see stats
By Brace the Halfling Skirmisher level 20
44th Regrowth 123rd year of Ascendancy at 00:01 see stats
By Brace the Halfling Skirmisher level 33
56th Pyre 123rd year of Ascendancy at 05:04 see stats
By Brace the Halfling Skirmisher level 14
25th Haze 122nd year of Ascendancy at 19:19 see stats
By Brace the Halfling Skirmisher level 34
70th Pyre 123rd year of Ascendancy at 14:05 see stats
By Brace the Halfling Skirmisher level 28
29th Pyre 123rd year of Ascendancy at 10:17 see stats
By Brace the Halfling Skirmisher level 10
60th Dusk 122nd year of Ascendancy at 17:35 see stats
By Brace the Halfling Skirmisher level 37
2nd Summertide 123rd year of Ascendancy at 22:39 see stats
By Brace the Halfling Skirmisher level 34
69th Pyre 123rd year of Ascendancy at 12:40 see stats
By Brace the Halfling Skirmisher level 18
22nd Regrowth 123rd year of Ascendancy at 16:25 see stats
By Brace the Halfling Skirmisher level 24
77th Regrowth 123rd year of Ascendancy at 20:33 see stats
By Brace the Halfling Skirmisher level 36
8th Mirth 123rd year of Ascendancy at 15:15 see stats
By Brace the Halfling Skirmisher level 20
43rd Regrowth 123rd year of Ascendancy at 23:34 see stats
By Brace the Halfling Skirmisher level 34
65th Pyre 123rd year of Ascendancy at 22:39 see stats
By Brace the Halfling Skirmisher level 10
60th Dusk 122nd year of Ascendancy at 17:34 see stats
By Brace the Halfling Skirmisher level 20
24th Regrowth 123rd year of Ascendancy at 15:12 see stats
By Brace the Halfling Skirmisher level 30
49th Pyre 123rd year of Ascendancy at 12:48 see stats
By Brace the Halfling Skirmisher level 26
16th Pyre 123rd year of Ascendancy at 08:09 see stats
By Brace the Halfling Skirmisher level 14
40th Haze 122nd year of Ascendancy at 17:39 see stats
By Brace the Halfling Skirmisher level 26
4th Pyre 123rd year of Ascendancy at 10:19 see stats
By Brace the Halfling Skirmisher level 36
9th Mirth 123rd year of Ascendancy at 23:00 see stats
By Brace the Halfling Skirmisher level 21
54th Regrowth 123rd year of Ascendancy at 08:46 see stats
By Brace the Halfling Skirmisher level 20
44th Regrowth 123rd year of Ascendancy at 00:01 see stats
By Brace the Halfling Skirmisher level 9
42nd Dusk 122nd year of Ascendancy at 12:02 see stats
By Brace the Halfling Skirmisher level 20
44th Regrowth 123rd year of Ascendancy at 00:01 see stats
By Brace the Halfling Skirmisher level 11
71st Dusk 122nd year of Ascendancy at 07:42 see stats
By Brace the Halfling Skirmisher level 28
35th Pyre 123rd year of Ascendancy at 10:25 see stats
By Brace the Halfling Skirmisher level 18
13rd Regrowth 123rd year of Ascendancy at 16:40 see stats
By Brace the Halfling Skirmisher level 28
30th Pyre 123rd year of Ascendancy at 03:27 see stats
By Brace the Halfling Skirmisher level 23
61st Regrowth 123rd year of Ascendancy at 12:44 see stats
By Brace the Halfling Skirmisher level 32
55th Pyre 123rd year of Ascendancy at 11:42 see stats
Log
Brace uses a pain suppressor salve.
Brace receives 139 healing from Drakeskin leather belt 'Hettoromigrim' .
Brace is not affected anymore by the salve.
Talent Implant: Medical Injector is ready to use.
Brace uses a pain suppressor salve.
Brace receives 139 healing from Drakeskin leather belt 'Hettoromigrim' .
Talent Poison Gas Trap is ready to use.
Brace is not affected anymore by the salve.
Talent Implant: Medical Injector is ready to use.
Brace uses a pain suppressor salve.
Brace receives 139 healing from Drakeskin leather belt 'Hettoromigrim' .
Your Brace's poison gas trap has expired.
Brace is not affected anymore by the salve.
Talent Implant: Medical Injector is ready to use.
There is an item here: Umbrarigor
Ran for 7 turns (stop reason: object seen).
There is an item here: Hat of Arcane Understanding (2 def, 0 armour)
There is an item here: The Black Crown (0 def, 15 armour)
There is an item here: The Face of Fear (8 def, 0 armour)