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 | Skeleton |
Class | Adventurer |
Level / Exp | 10 / 85% |
Size | medium |
Lifes / Deaths | Killed by ritch flamespitter at level 10 on the 5th Flare 122nd year of Ascendancy at 04:34 0 / 5Killed by Elona the copperhead snake at level 10 on the 5th Flare 122nd year of Ascendancy at 06:01 Killed by Islorikira the white worm mass at level 10 on the 5th Flare 122nd year of Ascendancy at 22:09 Killed by Yvynn the large white snake at level 10 on the 6th Flare 122nd year of Ascendancy at 02:04 Killed by Yvynn the large white snake at level 10 on the 6th Flare 122nd year of Ascendancy at 03:29 |
Primary Stats
Strength | 36 (base 12) |
Dexterity | 47 (base 12) |
Constitution | 23 (base 18) |
Magic | 32 (base 32) |
Willpower | 27 (base 26) |
Cunning | 16 (base 12) |
Resources
Mana | 207/239 |
Negative | 31/67 |
Life | -27/470 |
Positive | 41/67 |
Stamina | 150/150 |
Healing Factor | 1.2210362694301 |
Regeneration | 0.30525906735751 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +4% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 1 |
Infravision | 7 |
Offense: Mainhand
Damage | 42 |
Accuracy | 42 |
Crit Chance | 12% |
APR | 2 |
Speed | 1.00 |
Offense: Offhand
Damage | 30 |
Accuracy | 42 |
Crit Chance | 12% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 26 |
Crit Chance | 9% |
Speed | 1 |
Offense: Mind
Mindpower | 22 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
Mind | +3% |
Darkness | +4% |
Fire | +14% |
Light | +11% |
Offense: Damage Penetration
Mind | +10% |
Lightning | +10% |
Defense: Base
Armour (hardiness) | 10.5 (48.898537669011%) |
Defense | 39 |
Ranged Defense | 39 |
Fatigue | 18 |
Physical Save | 20 |
Spell Save | 20 |
Mental Save | 15 |
Defense: Resistances
Darkness | + 27%( 70%) |
Light | + 45%( 70%) |
Cold | + 7%( 70%) |
Blight | + 7%( 70%) |
Mind | + 10%( 70%) |
Fire | + 40%( 70%) |
All | + 4%( 70%) |
Defense: Immunities
Stun Resistance | 15% |
Bleed Resistance | 100% |
Fear Resistance | 100% |
Instadeath Resistance | 100% |
Poison Resistance | 100% |
Pinning Resistance | 15% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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: 21 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: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 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 16%, your defense is increased by 16 and all your resistances by 16%. Its effects scale with your Dexterity stat. |
Class Talents
Celestial / Combat | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Swordsmanship | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Guidance | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Reaving combat | 1.00 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Celestial / Sun | 1.00 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Generic Talents
Psionic / Feedback | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Undead / Skeleton | 1.10 |
| 5/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Footwork | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
talent | Celestial Aegis |
talent | Weapon of Light |
talent | Spring Attack |
beneficial effect | Target has +17 defense, +4% all resist, and +15% resistance to stuns and pins Moving Target |
detrimental effect | The more you use runes, the longer they will take to recharge (+3 cooldowns). Runic Saturation |
Quests
You successfully escorted the lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Heart of the Gloom. Escort: repented thief (level 1 of Heart of the Gloom)As a reward you improved Dexterity by +5. | 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 |
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 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 | Shiverlord (0 def, 1 armour) Shiverlord (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 20% chance to reduce all saves and defense by 15 Changes stats: +3 Cun / +2 Dex Changes resistances: +3% mind / +3% cold Changes resistances penetration: +10% mind It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 124% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. 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: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 4 (based on Magic) detrimental mental effects Activation costs 40 power out of 27/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
On head | Korebers (0 def, 3 armour) Korebers (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% Changes stats: +2 Str / +1 Wil / +3 Con Changes resistances: +12% light / +10% darkness Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | umbral iron gauntlets of strength (+2) (0 def, 1 armour) umbral iron gauntlets of strength (+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: Physical power: +7 (+2 eff.) Armour: +1 Fatigue: +1% Damage (Melee): 5 darkness Changes stats: +2 Str Changes resistances: +5% darkness Changes damage: +4% darkness 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 | cleansing elm wand of lightning storm [power 116] (27/15 cooldown) cleansing elm wand of lightning storm [power 116] (27/15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 23 lightning damage and will be dazed for 1 turn (116 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | copper ring of light (+22%) copper ring of light (+22%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% light Changes damage: +11% light Rings can have magical properties. |
On fingers | copper ring of fire (+22%) copper ring of fire (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% fire Changes damage: +11% fire Rings can have magical properties. |
Around neck | copper amulet 'Treezeal' copper amulet 'Treezeal'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 41% * 10% chance to reduce all saves and defense by 15 Changes resistances: +3% mind Changes damage: +3% mind / +3% fire Cut immunity: +50% Healing mod.: +12% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 162 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
In main hand | iron longsword (11.5-16.1 power, 2 apr) iron longsword (11.5-16.1 power, 2 apr)Requires: - Dexterity 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Dex Damage type: Physical Mastery: Swordsmanship Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
Around waist | rough leather belt 'Ulfichak' rough leather belt 'Ulfichak'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Defense: +5 (+2 eff.) Effects on melee hit: * 10 arcane resource burn Changes resistances: +3% blight Maximum life: +33.00 A belt that goes around your waist. |
In off hand | iron longsword (12.5-17.5 power, 2 apr) iron longsword (12.5-17.5 power, 2 apr)Requires: - Dexterity 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 12.5 - 17.5 Uses stat: 100% Dex Damage type: Physical Mastery: Swordsmanship Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
Cloak | Nimbusgash (1 def, 0 armour) Nimbusgash (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Dex / +1 Cun / +2 Con Changes resistances penetration: +10% lightning Critical mult.: +5.00% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | iron mail armour of fire resistance (2 def, 4 armour) iron mail armour of fire resistance (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +16% fire A suit of armour made of mail. |
Inventory
manasurge rune (regen 642% over 10 turns; mana 32; cd 12) manasurge rune (regen 642% over 10 turns; mana 32; cd 12)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: 15 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 642% for 10 turns (16 total) and instantly restoring 32 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. |
This item will automatically be transmogrified when you leave the level. Shockoblivion the elm starstaff (10-12 power, 2 apr, darkness element)Shockoblivion the elm starstaff (10-12 power, 2 apr, darkness element) Requires: - Magic 11 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Defense: +5 (+2 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 15 Changes resistances: +3% lightning / +9% mind Changes resistances penetration: +10% mind Changes damage: +3% lightning / +10% darkness / +3% mind Talent granted: +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 49.03 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Baloromihor the BrightoozerBaloromihor the Brightoozer Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +5 Effects on melee hit: * 10% chance to reduce all saves and defense by 15 Damage when hit (Melee): 6 fire Changes resistances: +6% mind Changes damage: +3% fire It can be used to create a temporary shield that absorbs 170 damage Activation puts all charms on cooldown for 30 turns. A belt that goes around your waist. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
linen cloak 'Vilevault' (1 def, 0 armour) linen cloak 'Vilevault' (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 10% chance to reduce armor by 25% * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +1 Wil / +1 Mag Changes resistances: +3% nature Spell save: +5 (+2 eff.) Maximum mana: +44.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Falutohell the Blindbolt (0 def, 1 armour) Falutohell the Blindbolt (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Damage when hit (Melee): 4 light Changes stats: +3 Str Changes resistances: +6% lightning / +6% temporal / +3% darkness See invisible: +3 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. pair of iron boots 'Cinderspawn' (5 def, 9 armour)pair of iron boots 'Cinderspawn' (5 def, 9 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Armour: +9 Defense: +5 (+2 eff.) Fatigue: +2% Changes resistances: +6% lightning / +6% temporal Changes resistances penetration: +5% mind / +15% fire Equilibrium when hit: +0.04 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots of tirelessness (0 def, 3 armour) 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% Stamina each turn: +0.40 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. |
rough leather gloves (0 def, 1 armour) rough leather gloves (0 def, 1 armour)1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 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. |
Elenyresus the rough leather cap (0 def, 2 armour) Elenyresus the rough leather cap (0 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 Fatigue: +1% Changes stats: +3 Cun Changes resistances: +5% arcane Psi when hit: +0.08 Maximum psi: +30.00 Infravision radius: +2 A cap made of leather. |
This item will automatically be transmogrified when you leave the level. Ragedil the linen wizard hat (1 def, 0 armour)Ragedil the linen wizard hat (1 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +10 (+3 eff.) Defense: +1 (+1 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +9% cold Mental save: +6 (+5 eff.) Teleport immunity: +10% Mindpower: +4 (+2 eff.) Mental crit. chance: +1% A pointy cloth hat, very wizardly... |
rough leather cap of constitution (+2) (0 def, 1 armour) rough leather cap of constitution (+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 Con A cap made of leather. |
rough leather armour (3 def, 2 armour) rough leather armour (3 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. exposing iron shield of physical resistance (+10%) (0 def, 2 armour, 20 block)exposing iron shield of physical resistance (+10%) (0 def, 2 armour, 20 block) Requires: - Shield usage training - Strength 11 Crafted by a master Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 1 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +2 Fatigue: +8% Effects on melee hit: * 5% chance to reduce all saves and defense by 15 Effects when hit in melee: * 11% chance to reduce all saves and defense by 15 Changes resistances: +10% physical Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. Lustreburst the iron pickaxe (dig speed 38 turns)Lustreburst the iron pickaxe (dig speed 38 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +4 Str / +2 Dex Changes resistances: +11% nature Changes damage: +6% nature Maximum stamina: +20.00 Light radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
spinel 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 (+2 eff.) When used to imbue an object: Defense: +2 (+1 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. |
Doursin the brass lantern Doursin the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Physical crit. chance: +2.0% Defense: +5 (+2 eff.) Damage when hit (Melee): 2 darkness Changes stats: +4 Dex Changes resistances penetration: +5% darkness Physical save: +6 (+3 eff.) Light radius: +3 Healing mod.: +11% 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 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. |
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. |
2 ametrine 2 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. |
2 citrine 2 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 Skeleton Adventurer level 10
2nd Summertide 122nd year of Ascendancy at 16:44 see stats
By Velraeth the Skeleton Adventurer level 10
3rd Flare 122nd year of Ascendancy at 15:31 see stats
Log
Spring Attack hits Yvynn the large white snake for (20 parried), 24 physical, 0 arcane, 22 light, 5 darkness, (20 parried), 22 physical, 0 arcane, 22 light, 5 darkness (100 total damage).
Yvynn the large white snake misses Velraeth.
Yvynn the large white snake hits Velraeth for 30 physical, 2 darkness (32 total damage).
Velraeth is no longer out of phase.
Velraeth receives 5 healing.
Yvynn the large white snake uses Dual Strike.
Velraeth is stunned!
Yvynn the large white snake hits Velraeth for 39 physical, 3 nature, 3 mind, 36 physical, 2 darkness (83 total damage).
Velraeth receives 5 healing.
Yvynn the large white snake summons a Ritch Flamespitter!
Talent Dig is ready to use.
Talent Constellation Strike is ready to use.
Talent Sun Ray is ready to use.
Velraeth receives 4 healing.
Yvynn the large white snake uses Nature's Touch.
Yvynn the large white snake receives 298 healing.
Ritch flamespitter spits flames!
Ritch flamespitter's mind surges with critical power!
Ritch flamespitter hits Velraeth for 60 fire damage.
Velraeth receives 5 healing.
Yvynn the large white snake hits Velraeth for 33 physical, 2 darkness, 37 physical, 3 nature, 3 mind (78 total damage).
Velraeth is not stunned anymore.
Talent Wave of Power is ready to use.
Velraeth receives 5 healing.
Velraeth casts Sun Ray.
Talent Path of the Sun is ready to use.
Velraeth receives 4 healing.