Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Midnight 1.6.7Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Swordsmaster Class 1.6.7Adds a swordsmaster class to the game. CHANGELOG1.6.0 - Added a new talent tree, Technique/Fencing which has defensive talents related to parrying. - The talent Web of Steel has been moved from Swordsmanship to Fencing. It's place in the Swordsmanship tree has been taken by a new talent, Vorpal, which gives Physical Power and Armor Penetration. - The talent Crescent Sweep has been reworked. It deals more damage, inflicts bleed, moves before attacking, no longer allows swapping places, and has a cooldown. It's usage as a spammable movement talent for swapping places has been filled by the new Mist Step talent on the Fencing tree. - Lightspeed Draw can now attack enemies adjacent to any tiles you pass through in addition to enemies that you pass through directly. These additional targets count when determining whether you can use Lightspeed Draw or not. It still can only hit one enemy per tile you travel through though. - Fixed Swordsmanship not functioning for daggers - Fixed Swordsmanship to not permanently replace a weapon's strength damage mod with dexterity - Harrying blows no longer requires your spring attacks to hit the target; instead it only requires that you attempt them. - Harrying blows's finishing blow now bypasses evasion/repulsion talents that the target possesses - Harrying blows's finishing blow no longer ignores ALL armor and resistances. It ignores 50% of the target's resistances, and has set bonus armor penetration. - Spring Attack now functions immediately when activated instead of only after an action is performed after it is activated. - Surgical Strikes's stun and interference effects are now separate (so you get the full stun regardless of what the target does on its next turn). It's cooldown has also been increased from 6 to 8. - Added clarifying text to the descriptions of Will to Live and Unfetter to give a better idea of how effective they are when leveled up without requiring arithmetic. - Buffed Spring Attack stamina restoration - Cunning/Tactical is once again locked by default - Added translation support to timed effects 1.5.2 - Fixed bug with pre-use talent for swordsmanship talents when npc does not have an inventory 1.5.0 - Added a new talent tree, Technique/Two-handed Bladework, which serves as a Dexterity-based replacement for Technique/Two-handed Assault - As it has now been replaced, Technique/Two-handed Assault has been removed from the Swordsmaster class. - Cunning/Tactical is now unlocked by default 1.4.1 - Lightspeed Fatigue duration changed from 40 turns to a lower value which is based on effective talent level - (with 1.3 mastery: 24, 21, 18, 16, 14) - Lightspeed Fatigue now increases stamina cost of Lightspeed Draw linearly instead of quadratically. - (20 -> 40 -> 60 -> 80) instead of (20 -> 40 -> 80 -> 160) - Removed cooldown from Spring Attack, making it fully toggleable. 1.4.0 - Changed Moving Target to reduce direct damage taken by 30% instead of giving 15% all resist. - Buffed pin resistance of Slippery to 100% from 50% - Buffed movement speed granted by Slippery to 50% from 20% - Spring Attack once again restores stamina when wielding one-handed weapons - Lowered the maximum number of attacks per turn at ETL 5 for Spring Attack from 3 to 2 - Fixed typo in Harrying Blows description - Fixed Swordsmanship talents still being usable even when disarmed - Removed Duelist tree from Swordsmaster class, as it is mostly extraneous at this point 1.3.1 - Fixed infinite loop caused when reflecting certain spells like Invoke Darkness with Web of Steel 1.3.0 - Updated for version 1.7.2 - Raised stamina cost and cooldown for "Never Give Up" - Added offhand damage increase to "Swordsmanship" for swords and daggers - Changed format calls to tformat calls to support potential translation 1.2.0 - Added tactical data to talents for npcs - Swordsmanship mastery and str/dex scaling swap now works with daggers as well as swords - Determination now always takes 15 turns to reach maximum regeneration instead of taking fewer turns with a higher talent level. - Fixed logic of projectile selffire to correctly function as indicated by comments (for web of steel) - Fixed Vapor Blade knocking back even when it misses 1.1.0 - Swordsmanship now completely exchanges strength scaling for dexterity scaling on swords instead of giving -100% str mod and +100% dex mod - Fixed bug that prevented critical hits from occurring (oops!) - Unfetter and Never Give Up now have stamina costs - Harrying Blows fixed to only require Spring Attack to hit once per global turn instead of once per target's turn - Lightspeed Draw now has a fixed cooldown. - Spring Attack now only restores stamina if you are wielding a two-handed weapon - Will to Live changed to provide a health regen bonus equal to a flat amount per percent missing health rather than an amount equal to a percent of missing health. Also, now scales with Willpower. 1.0.0 - Initial Release Items Vault 1.6.0Donators/Buyers bonus! Comfortably Generous Levels 1.6.7Is Slightly generous with talents, types and stat points for each level gained. + 5 to MaxHP per level. (Double at level 2) 4 stat points per level. (5 at level 2) |
Campaign | Maj'Eyal |
Mode | Madness Adventure |
Sex | Male |
Race | Cornac |
Class | Adventurer |
Level / Exp | 12 / 96% |
Size | medium |
Lifes / Deaths | Killed by thief at level 6 on the 78th Pyre 122nd year of Ascendancy at 11:12 0 / 5Killed by Emymida the skeleton warrior at level 7 on the 79th Pyre 122nd year of Ascendancy at 14:41 Killed by Xanidamina the green mold at level 8 on the 2nd Mirth 122nd year of Ascendancy at 07:39 Killed by Ce'Nolaith the king cobra at level 10 on the 2nd Summertide 122nd year of Ascendancy at 11:38 Killed by Zubalaith the deformed polar bear at level 12 on the 3rd Flare 122nd year of Ascendancy at 23:06 |
Primary Stats
Strength | 19 (base 12) |
Dexterity | 23 (base 20) |
Constitution | 19 (base 18) |
Magic | 55 (base 37) |
Willpower | 26 (base 21) |
Cunning | 22 (base 12) |
Resources
Mana | 99/126 |
Vim | 89/104 |
Life | -1/479 |
Positive | 73/73 |
Stamina | 85/153 |
Paradox | 300 |
Healing Factor | 1.4814285714286 |
Regeneration | 0.37035714285714 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -50% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Offense: Mainhand
Damage | 48 |
Accuracy | 34 |
Crit Chance | 13% |
APR | 2 |
Speed | 1.00 |
Offense: Offhand
Damage | 27 |
Accuracy | 34 |
Crit Chance | 11% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 35 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 21 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +7% |
Light | +10% |
Cold | +15% |
Arcane | +16% |
Mind | +3% |
Fire | +3% |
Offense: Damage Penetration
Acid | +10% |
Light | +5% |
Physical | +5% |
Defense: Base
Armour (hardiness) | 9 (35.629139072848%) |
Defense | 30 |
Ranged Defense | 30 |
Fatigue | 7 |
Physical Save | 19 |
Spell Save | 29 |
Mental Save | 24 |
Defense: Resistances
Acid | + 16%( 70%) |
Light | + 36%( 70%) |
Temporal | + 12%( 70%) |
Nature | + 9%( 70%) |
Lightning | + 10%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Teleport Resistance | 10% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 872 damage for 6 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 20 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 113 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. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 622 damage for 6 turns. Its effects scale with your Willpower stat. |
Class Talents
Corruption / Scourge | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Corruption / Reaving combat | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Combat | 1.00 |
| 3/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Celestial / Combat | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Guardian | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Sun | 1.00 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Spell / Enhancement | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Technique / Footwork | 1.00 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 1.00 |
| 3/5 |
| 4/5 |
| 3/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Effects
talent | Weapon of Light |
talent | Fiery Hands |
talent | Weapon Folding |
talent | Shock Hands |
talent | Ruin |
talent | Shielding |
talent | Spring Attack |
detrimental effect | The target is stunned, reducing damage by 50%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents cooldown twice as slow. Stunned |
detrimental effect | The target is poisoned, taking 98.83 nature damage per turn. Deadly Poison |
detrimental effect | Huge cut that bleeds, doing 42.84 physical damage per turn. Bleeding |
detrimental effect | The target's morale is weakened, reducing its attack power, mind power, and spellpower by 4. Intimidated |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: temporal explorer (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | 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 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 |
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 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 | Lorigund the Sleetrock (0 def, 1 armour) Lorigund the Sleetrock (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Str / +2 Mag / +3 Wil / +3 Cun Changes damage: +3% mind / +12% cold Physical save: +6 (+3 eff.) Spell save: +7 (+4 eff.) Mental save: +12 (+6 eff.) Maximum psi: +10.00 A pair of boots made of leather. |
On hands | storm iron gauntlets of magic (+3) (0 def, 1 armour) storm iron gauntlets of magic (+3) (0 def, 1 armour)Requires: - Heavy armour training Powered by arcane forces Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage (Melee): 6 lightning Changes stats: +3 Mag Changes resistances: +5% lightning Changes damage: +4% lightning / +4% arcane 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. |
On head | leafwalker's iron helm of precognition (5 def, 3 armour) leafwalker's iron helm of precognition (5 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Armour: +3 Defense: +5 (+3 eff.) Fatigue: +5% Effects when hit in melee: * 11% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Cun Changes resistances: +6% nature Spell save: +4 (+2 eff.) Maximum life: +43.00 Healing mod.: +11% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Neritta the elm totem of summon tentacle [power 105] (25 cooldown) Neritta the elm totem of summon tentacle [power 105] (25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes stats: +1 Wil Changes resistances penetration: +10% acid Changes damage: +12% arcane Critical mult.: +5.00% Spell crit. chance: +1% It can be used to summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 219 Base Damage: 108 Armor: 3 All Resist: 2 Activation puts all charms on cooldown for 25 turns. When used: * Heal for 33. Natural totems are made by powerful wilders to store nature power. |
Around waist | Runogen the rough leather belt Runogen the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Effects on melee hit: * 20 arcane resource burn Changes resistances: +5% lightning / +6% temporal Changes resistances penetration: +5% physical Critical mult.: +10.00% A belt that goes around your waist. |
Main armor | rough leather armour 'Cloudmortal' (3 def, 4 armour) rough leather armour 'Cloudmortal' (3 def, 4 armour)Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +4 Defense: +3 (+2 eff.) Fatigue: +6% Changes resistances: +16% acid / +3% nature Reduces incoming crit damage: 10.00% Teleport immunity: +10% Healing mod.: +20% A suit of armour made of leather. |
Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(78 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
In off hand | thought-forged steel mace of paradox (14.5-20.3 power, 3 apr) thought-forged steel mace of paradox (14.5-20.3 power, 3 apr)Requires: - Magic 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 14.5 - 20.3 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 11% chance to reduce all saves and defense by 15 Damage (Melee): +10 mind / +5 temporal When wielded/worn: Changes stats: +1 Cun / +1 Wil Changes resistances: +6% temporal Blunt and deadly. |
Cloak | Blazeknave (1 def, 0 armour) Blazeknave (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 19 Damage when hit (Melee): 4 light Changes stats: +1 Str / +1 Con Changes resistances: +6% light Changes resistances penetration: +5% light Changes damage: +3% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
In main hand | arcing iron waraxe of massacre (17.5-24.5 power, 2 apr) arcing iron waraxe of massacre (17.5-24.5 power, 2 apr)Requires: - Magic 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 17.5 - 24.5 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 61 damage One-handed war axes. |
Inventory
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. 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. |
manasurge rune of the sneak (regen 732% over 10 turns; mana 37; cd 18) manasurge rune of the sneak (regen 732% over 10 turns; mana 37; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 732% for 10 turns (18 total) and instantly restoring 37 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning 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. |
shielding rune of the warrior (absorb 200; dur 3; cd 18) shielding rune of the warrior (absorb 200; dur 3; cd 18)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: 18 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 200 damage for 3 turns. Its effects scale with your Strength 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. |
iron mace of erosion (12.5-17.5 power, 2 apr) iron mace of erosion (12.5-17.5 power, 2 apr)Requires: - Magic 11 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 12.5 - 17.5 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% Damage (Melee): +5 nature Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. Boltsorrow the mossy mindstar (3-3.3 power, 12 apr, mind damage)Boltsorrow the mossy mindstar (3-3.3 power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3 Uses stats: 50% Wil, 0% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +4 lightning / +12 fire When wielded/worn: Changes resistances: +9% lightning / +6% fire Changes resistances penetration: +10% lightning Changes damage: +3% fire Talent granted: +1 Attune Mindstar Physical save: +3 (+2 eff.) Spell save: +3 (+2 eff.) Mental save: +3 (+1 eff.) Equilibrium when hit: +0.50 Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. Shinewasp the rough leather beltShinewasp the rough leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +1 Str Changes resistances penetration: +25% light Changes damage: +3% light Spell save: +6 (+3 eff.) Light radius: +3 See invisible: +3 Size category: +1 A belt that goes around your waist. |
Durimnir (0 def, 3 armour) Durimnir (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +5 (+3 eff.) Physical crit. chance: +1.0% Armour: +3 Fatigue: +2% Changes resistances: +6% lightning / +6% temporal Critical mult.: +15.00% Only die when reaching: -20.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
temporal iron gauntlets of dexterity (+2) (0 def, 1 armour) temporal iron gauntlets of dexterity (+2) (0 def, 1 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+5 eff.) Armour: +1 Fatigue: +1% Damage (Melee): 5 temporal Damage (Ranged): 6 temporal Changes stats: +2 Dex Changes resistances: +5% temporal Changes damage: +3% temporal 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. |
insulating rough leather cap of strength (+2) (0 def, 1 armour) insulating rough leather cap of strength (+2) (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: +2 Str Changes resistances: +6% cold / +6% fire A cap made of leather. |
Furnacestreaker (3 def, 2 armour) Furnacestreaker (3 def, 2 armour)Requires: - Strength 10 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+2 eff.) Fatigue: +6% Changes resistances: +6% acid / +3% fire / +5% mind Changes damage: +6% fire Mental save: +12 (+6 eff.) Maximum hate: +8.00 A suit of armour made of leather. |
agate 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. |
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. |
iron pickaxe of endurance (dig speed 38 turns) iron pickaxe of endurance (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
7 spinel 7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
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. |
3 ametrine 3 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. |
3 citrine 3 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. |
2 zircon 2 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 Velraeth the Cornac Adventurer level 10
3rd Mirth 122nd year of Ascendancy at 15:24 see stats
By Velraeth the Cornac Adventurer level 10
4th Mirth 122nd year of Ascendancy at 15:24 see stats
By Velraeth the Cornac Adventurer level 10
6th Mirth 122nd year of Ascendancy at 16:08 see stats
Log
Talent Bathe in Light is ready to use.
Talent Providence is ready to use.
Deadly Poison from Zubalaith the deformed polar bear hits Velraeth for 31 nature damage.
Zubalaith the deformed polar bear uses Knockback.
Zubalaith the deformed polar bear is not dazed anymore.
Zubalaith the deformed polar bear performs a melee critical strike against Velraeth!
Velraeth starts to bleed.
Zubalaith the deformed polar bear hits Velraeth for 32 physical, 99 physical, 2 mind (134 total damage).
Melee retaliation hits Zubalaith the deformed polar bear for 2 light, 2 light (4 total damage).
Velraeth casts Virulent Strike.
Velraeth misses Zubalaith the deformed polar bear.
Cyrylle the deformed warg is stunned!
Zubalaith the deformed polar bear shrugs off the effect 'Stunned'!
Velraeth misses Zubalaith the deformed polar bear.
Ruin hits Velraeth for 4 healing, 4 healing (0 total damage) [8 healing].
Velraeth hits Zubalaith the deformed polar bear for (18 parried), 12 physical, 4 mind, 3 temporal, 3 lightning, 10 light, 2 lightning, 3 fire, 0 arcane, 7 light, 7 blight, 12 temporal, (18 parried), 6 blight, 3 lightning, 10 light, 2 lightning, 3 fire, 0 arcane, 7 light, 7 blight, 5 temporal, 5 physical, 12 temporal (118 total damage).
Velraeth hits Cyrylle the deformed warg for 6 light, 6 light, 5 temporal, 5 physical (22 total damage).
Cyrylle the deformed warg strikes Velraeth in the darkness (+5% damage).
Melee retaliation hits Cyrylle the deformed warg for 2 light, 2 light (3 total damage).
Cyrylle the deformed warg hits Velraeth for 4 nature, 2 lightning, 4 nature, 2 lightning (13 total damage).
Cyrylle the deformed warg's creeping dark hits Velraeth for 5 darkness damage.
Bleeding from Zubalaith the deformed polar bear hits Velraeth for 31 physical damage.
Deadly Poison from Zubalaith the deformed polar bear hits Velraeth for 65 nature damage.
Melee retaliation hits Cyrylle the deformed warg for 2 light, 2 light (3 total damage).
Cyrylle the deformed warg hits Velraeth for 4 nature, 2 lightning, 3 nature, 2 lightning (12 total damage).
Velraeth casts Bathe in Light.
Velraeth misses Cyrylle the deformed warg.
Velraeth misses Cyrylle the deformed warg.