Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Skeleton |
Class | Bulwark |
Level / Exp | 12 / 26% |
Size | medium |
Lifes / Deaths | Killed by Yvudabeth the dozing treant at level 12 on the 32nd Dusk 122nd year of Ascendancy at 10:52 / 1 |
Primary Stats
Strength | 43 (base 26) |
Dexterity | 21 (base 12) |
Constitution | 43 (base 37) |
Magic | 14 (base 10) |
Willpower | 15 (base 10) |
Cunning | 14 (base 10) |
Resources
Life | -52/592 |
Stamina | 9/146 |
Healing Factor | 1.6897742564935 |
Regeneration | 15.968366723863 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 10 |
See Invisible | 6 |
Offense: Mainhand
Damage | 52 |
Accuracy | 34 |
Crit Chance | 20% |
APR | 9 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 14 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 16 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +10% |
Light | +19% |
Blight | +8% |
Physical | +3% |
Cold | +3% |
Offense: Damage Penetration
Physical | +5% |
Lightning | +15% |
Defense: Base
Armour (hardiness) | 30.522593642275 (62.32946707186%) |
Defense | 10 |
Ranged Defense | 10 |
Fatigue | 22 |
Physical Save | 30 |
Spell Save | 19 |
Mental Save | 18 |
Defense: Resistances
Acid | + 34%( 70%) |
Blight | + 20%( 70%) |
Arcane | + 5%( 70%) |
Cold | + 61%( 70%) |
All | 0%( 70%) |
Darkness | + 27%( 70%) |
Light | + 24%( 70%) |
Temporal | + 3%( 70%) |
Physical | + 2%( 70%) |
Lightning | + 31%( 70%) |
Fire | + 18%( 70%) |
Nature | + 26%( 70%) |
Defense: Immunities
Disarm Resistance | 30% |
Bleed Resistance | 100% |
Teleport Resistance | 10% |
Fear Resistance | 100% |
Instadeath Resistance | 100% |
Poison Resistance | 100% |
Silence Resistance | 20% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. |
Class Talents
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 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 |
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 have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 needs your help making an elixir of precision. 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.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed minotaur nose. * You've found the needed honey tree root. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
On feet | pair of rough leather boots 'Blazetrial' (0 def, 1 armour) pair of rough leather boots 'Blazetrial' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +3 Physical crit. chance: +4.0% Physical power: +3 (+1 eff.) Armour: +1 Changes resistances: +5% arcane / +9% fire Changes damage: +3% light Disarm immunity: +10% Teleport immunity: +10% Maximum life: +60.00 A pair of boots made of leather. |
Light source | Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +2 Infravision radius: +7 It can be used to cleanse your mind of up to 3 (based on Magic) detrimental mental effects Activation costs 40 power out of 10/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
On head | Tempestmalice the rough leather cap (0 def, 1 armour) Tempestmalice the rough leather cap (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +3% lightning / +3% temporal / +11% light / +11% darkness Reduces incoming crit damage: 5.00% Silence immunity: +20% Psi when hit: +0.08 Healing mod.: +5% A cap made of leather. |
On hands | Gilista the Dayparry (0 def, 1 armour) Gilista the Dayparry (0 def, 1 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +1 Fatigue: +1% Changes resistances: +3% light Changes resistances penetration: +15% lightning Changes damage: +3% light Physical save: +5 (+3 eff.) Mental save: +5 (+3 eff.) Disarm immunity: +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | elm totem of healing 'Unryregoldir' [power 110] (6/15 cooldown) elm totem of healing 'Unryregoldir' [power 110] (6/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes resistances: +9% cold Spell save: +6 (+3 eff.) Mental save: +3 (+2 eff.) Maximum psi: +10.00 See invisible: +3 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: * Reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
On fingers | copper ring 'Tidesteel' copper ring 'Tidesteel'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +10 (+4 eff.) Physical power: +6 (+2 eff.) Changes stats: +7 Str / +2 Dex / +5 Con Changes resistances: +12% cold Changes resistances penetration: +5% physical Rings make your fingers look great! |
On fingers | copper ring 'Pitchbearer' copper ring 'Pitchbearer'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Effects on melee hit: * 20% chance to reduce damage dealt by 10% Changes stats: +3 Str / +1 Con Changes resistances: +6% darkness See invisible: +3 Rings make your fingers look great! |
Around neck | copper amulet 'Brodovor' copper amulet 'Brodovor'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Physical power: +5 (+1 eff.) Damage when hit (Melee): 2 mind Changes stats: +1 Str / +2 Wil Changes resistances: +2% physical Amulets make your neck look great! |
In main hand | Skullcleaver (20-28 power, 4 apr) Skullcleaver (20-28 power, 4 apr)Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
In off hand | steel shield 'Furnacejustice' (0 def, 4 armour, 12-14 power, 41 block) steel shield 'Furnacejustice' (0 def, 4 armour, 12-14 power, 41 block)Requires: - Shield usage training - Strength 16 Powered by arcane forces Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 11.5 - 13.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +41 Damage (Melee): +12 light / +12 darkness When wielded/worn: Armour: +4 Fatigue: +8% Changes stats: +4 Cun / +3 Mag Changes resistances: +22% lightning / +10% light / +9% fire / +6% cold / +10% darkness / +5% acid Changes damage: +13% light / +10% darkness Talent granted: +1 Block Infravision radius: +3 Handheld deflection devices. |
Cloak | Hailreaper the linen cloak (1 def, 6 armour) Hailreaper the linen cloak (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+1 eff.) Changes stats: +1 Mag Changes resistances: +9% acid / +11% cold Changes damage: +3% cold Life regen: +4.00 Only die when reaching: -40.00 life Healing mod.: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Gugamira the steel mail armour (2 def, 6 armour) Gugamira the steel mail armour (2 def, 6 armour)Requires: - Heavy armour training - Strength 20 Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour penetration: +2 Armour: +6 Defense: +2 (+2 eff.) Fatigue: +12% Changes resistances: +20% acid / +3% cold / +6% nature / +6% lightning Changes damage: +3% physical Life regen: +5.20 Stamina each turn: +0.70 Maximum life: +28.00 Healing mod.: +10% A suit of armour made of mail. |
Inventory
shielding rune of the duelist (absorb 163; dur 3; cd 16) shielding rune of the duelist (absorb 163; dur 3; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 163 damage for 3 turns. 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 spell talent. |
wizard's copper ring of perseverance wizard's copper ring of perseverancePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag Spell save: +4 (+2 eff.) Stun/Freeze immunity: +21% Life regen: +1.00 Rings make your fingers look great! |
Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+5 eff.) Mindpower: +5 (+4 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Sootjustice the linen cloak (7 def, 0 armour) Sootjustice the linen cloak (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+7 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 10% Changes resistances penetration: +10% darkness Changes damage: +9% darkness / +3% physical Physical save: +6 (+3 eff.) Maximum stamina: +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak of battle (1 def, 0 armour) resilient linen cloak of battle (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +1 (+0 eff.) Defense: +1 (+1 eff.) Fatigue: -2% Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Searwisp (0 def, 3 armour) Searwisp (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +2 Str Changes resistances: +6% lightning / +5% temporal / +1% physical / +3% fire Changes damage: +9% fire Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
insulating pair of iron boots of tirelessness (0 def, 3 armour) insulating pair of iron boots of tirelessness (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +6% fire / +6% cold Stamina each turn: +0.30 Maximum stamina: +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Daimylathafang the Shadowpain (0 def, 3 armour) Daimylathafang the Shadowpain (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% Changes resistances: +6% fire / +6% darkness / +5% cold Mental save: +3 (+2 eff.) Mindpower: +5 (+4 eff.) 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. Nimbusguile (0 def, 3 armour)Nimbusguile (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% Effects on melee hit: * 20% chance to slow global speed by 36% Damage when hit (Melee): 2 acid Changes stats: +3 Str Changes resistances: +15% lightning A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Velusethra the iron helm (0 def, 3 armour) Velusethra the iron helm (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +1 Physical crit. chance: +2.0% Armour: +3 Fatigue: +5% Changes stats: +2 Str Changes resistances: +6% fire / +6% cold Only die when reaching: -40.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Sunvault' (0 def, 3 armour) iron helm 'Sunvault' (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 8 Changes resistances: +7% lightning / +5% temporal / +3% light Changes damage: +3% arcane / +18% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat 'Glussra' (1 def, 0 armour) linen wizard hat 'Glussra' (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Damage when hit (Melee): 4 mind Changes stats: +3 Str / +3 Dex / +3 Wil Changes resistances penetration: +10% physical Critical mult.: +5.00% Physical save: +6 (+3 eff.) Maximum stamina: +10.00 A pointy cloth hat, very wizardly... |
rough leather cap 'Elivena' (0 def, 1 armour) rough leather cap 'Elivena' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str / +4 Wil Changes resistances penetration: +10% mind Mental save: +6 (+4 eff.) Hate when firing a critical mind attack: +1.00 Infravision radius: +1 A cap made of leather. |
Gihad the dwarven-steel mail armour (3 def, 8 armour) Gihad the dwarven-steel mail armour (3 def, 8 armour)Requires: - Heavy armour training - Strength 28 Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+3 eff.) Fatigue: +12% Changes resistances: +36% acid / +1% physical / +9% darkness / +11% blight / +12% nature Blindness immunity: +10% Cut immunity: +10% A suit of armour made of mail. |
Brandraze the steel shield (0 def, 4 armour, 16-19 power, 43 block) Brandraze the steel shield (0 def, 4 armour, 16-19 power, 43 block)Requires: - Shield usage training - Strength 16 Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 16.0 - 19.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +43 Damage (Melee): +11 cold When wielded/worn: Armour: +4 Fatigue: +8% On shield block: * Cause enemies within radius 6 to bleed for 196 physical damage over 5 turns (1/turn) * Deals 37 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Changes stats: +3 Wil Changes resistances: +20% lightning / +12% cold Changes resistances penetration: +10% arcane Changes damage: +3% blight Talent granted: +1 Block Mana when firing critical spell: +2.00 Handheld deflection devices. |
Yvoyara (0 def, 2 armour, 9-11 power, 39.5 block) Yvoyara (0 def, 2 armour, 9-11 power, 39.5 block)Requires: - Shield usage training - Strength 11 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 9.0 - 10.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +40 Damage Shield penetration (this weapon only): +30% Damage (Melee): +11 acid When wielded/worn: Armour: +2 Fatigue: +8% Effects when hit in melee: * 11% chance to reduce armor by 18% Changes stats: +2 Con Changes resistances: +10% acid Talent granted: +1 Block Physical save: +3 (+2 eff.) Infravision radius: +1 Handheld deflection devices. |
2 agate 2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+3 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+3 eff.) Latent Damage Type: Lightning 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. [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. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Velykira the alchemist's lamp Velykira the alchemist's lampCrafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +3% darkness / +5% arcane Spell save: +6 (+3 eff.) Mental save: +7 (+4 eff.) Light radius: +9 See stealth: +5 See invisible: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: 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. |
brass lantern 'Lisyna' brass lantern 'Lisyna'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% acid Reduces incoming crit damage: 10.00% Mental save: +5 (+3 eff.) Confusion immunity: +20% Only die when reaching: -20.00 life Maximum life: +20.00 Light radius: +3 See stealth: +6 See invisible: +6 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. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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. |
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. |
Chillreek [power 116] (6/20 cooldown) Chillreek [power 116] (6/20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes resistances penetration: +5% acid / +25% cold Changes damage: +3% acid It can be used to create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Increase all damage by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
4 ametrine 4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine 6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon 4 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Nzy the Skeleton Bulwark level 10
28th Dusk 122nd year of Ascendancy at 14:12 see stats
By Nzy the Skeleton Bulwark level 5
8th Flare 122nd year of Ascendancy at 14:17 see stats
Log
Shadow hits Nzy for (6 blocked), 0 physical (0 total damage).
Shadow hits Nzy for (6 blocked), 0 physical (0 total damage).
Yvudabeth the dozing treant is not stunned anymore.
Nzy steals life from Yvudabeth the dozing treant!
Nzy hits Yvudabeth the dozing treant for 6 blight, 21 physical (27 total damage).
Yvudabeth the dozing treant hits Nzy for 103 mind damage.
Melee retaliation hits Yvudabeth the dozing treant for 0 mind, 0 mind (1 total damage).
Talent Repulsion is ready to use.
Talent Assault is ready to use.
Talent Rune: Shatter Afflictions is ready to use.
Talent Dig is ready to use.
Talent Shield Slam is ready to use.
Melee retaliation hits Shadow for 0 mind damage.
Melee retaliation hits Shadow for 1 mind damage.
Shadow hits Nzy for 6 physical damage.
Shadow hits Nzy for 6 physical damage.
Nzy casts Rune: Shatter Afflictions.
Nzy is not stunned anymore.
A shield forms around Nzy.
Nzy performs a melee critical strike against Yvudabeth the dozing treant!
Nzy steals life from Yvudabeth the dozing treant!
Nzy hits Yvudabeth the dozing treant for 16 blight, 55 physical (71 total damage).
Slumbering brown bear misses Nzy.
Yvudabeth the dozing treant uses Willful Strike.
Your shield crumbles under the damage!
The shield around Nzy crumbles.
Yvudabeth the dozing treant hits Nzy for (50 absorbed), 147 physical (147 total damage).
Nzy the level 12 skeleton bulwark was raked to death by Yvudabeth the dozing treant on level 2 of Heart of the Gloom.