











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 Adventure |
Sex | Female |
Race | Halfling |
Class | Skirmisher |
Level / Exp | 23 / 88% |
Size | small |
Lifes / Deaths | Killed by le bombing potato at level 19 on the 57th Dusk 122nd year of Ascendancy at 21:54 2 / 3Killed by Grand Corruptor at level 23 on the 65th Haze 122nd year of Ascendancy at 00:34 Killed by Grand Corruptor at level 23 on the 65th Haze 122nd year of Ascendancy at 01:41 |
Primary Stats
Strength | 14 (base 13) |
Dexterity | 54 (base 50) |
Constitution | 12 (base 10) |
Magic | 18 (base 16) |
Willpower | 17 (base 11) |
Cunning | 49 (base 41) |
Resources
Life | 521/521 |
Mana | 147/147 |
Stamina | 148/148 |
Healing Factor | 1.0191526171257 |
Regeneration | 0.25478815428143 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +95.238095238095% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 37.316321645086 |
See Invisible | 37.316321645086 |
Offense: Mainhand
Damage | 88 |
Accuracy | 62 |
Crit Chance | 30% |
APR | 5 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 18 |
Crit Chance | 14% |
Speed | 1 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 18% |
Speed | 1 |
Offense: Damage Bonus
Mind | +5% |
Acid | +10% |
Light | +11% |
Temporal | +4% |
Nature | +18% |
Physical | +30% |
Fire | +13% |
All | 0% |
Offense: Damage Penetration
Mind | +10% |
Physical | +36% |
Fire | +10% |
Light | +15% |
Defense: Base
Armour (hardiness) | 30.719009130622 (56.026343845506%) |
Defense | 66 |
Ranged Defense | 66 |
Fatigue | 0 |
Physical Save | 24 |
Spell Save | 13 |
Mental Save | 21 |
Defense: Resistances
Acid | + 40%( 70%) |
Light | + 15%( 70%) |
Temporal | + 20%( 70%) |
Mind | + 22%( 70%) |
Physical | + 22%( 70%) |
Fire | + 54%( 70%) |
All | + 9%( 70%) |
Defense: Immunities
Disarm Resistance | 20% |
Instadeath Resistance | 100% |
Confusion Resistance | 24% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 499% 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 Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
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 59 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 Willpower stat. |
Class Talents
Cunning / Poisons | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Skirmisher - Slings | 1.41 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cunning / Called Shots | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Buckler Training | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Cunning / Scoundrel | 1.30 |
| 2/5 |
| 3/5 |
| 2/5 |
| 3/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
talent | Pace Yourself |
talent | Trained Reactions |
talent | Apply Poison |
talent | Premonition |
talent | Numbing Poison |
talent | Crippling Poison |
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 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. | active |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lone alchemist from death by copperhead snake. Escort: lone alchemist (level 2 of Trollmire) | failed |
You failed to protect the lost defiler from death by 3-headed hydra. Escort: lost defiler (level 3 of Old Forest) | failed |
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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * 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 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. | 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. | 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: * You've found the needed length of troll intestine. * You've found the needed skeleton mage skull. * You've found the needed giant spider spinneret. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed wretchling eyeball. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed sandworm tooth. * You've found the needed vial of wight ectoplasm. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed hummerhorn wing. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | 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 within9 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou 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 | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +6 Defense: +20 (+5 eff.) Changes stats: +1 Con Changes resistances: +6% temporal / +2% physical Changes resistances penetration: +15% light / +20% physical Disarm immunity: +20% Infravision radius: +3 A pair of boots made of leather. |
Quiver | ![]() Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Power: 140% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +15.0% Capacity: 16 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Ranged): +8 acid / +8 light Damage (radius 1) on hit: +16 darkness / +16 acid Damage (radius 2) on crit: +4 light / +20 acid Shots are used with slings to pummel your foes to death. |
Light source | ![]() Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 11 fire Changes resistances: +6% fire Maximum life: +41.00 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. |
On head | ![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +15 (+4 eff.) Physical power: +20 (+6 eff.) Defense: +27 (+7 eff.) Changes resistances: +15% fire Changes damage: +9% physical / +10% fire Critical mult.: +15.00% A pointy cloth hat, very wizardly... |
On hands | ![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 8 temporal Damage (Ranged): 6 temporal Changes resistances: +7% temporal Changes damage: +4% temporal 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. |
Tool | ![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 46% Changes resistances: +12% fire Maximum wards: +4 lightning / +4 cold / +4 nature / +5 mind Changes damage: +3% nature / +3% fire Talent granted: +1 Ward It can be used to create a shield absorbing up to 434 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage (Melee): 10 light Damage (Ranged): 12 light Changes stats: +2 Mag Changes damage: +11% light Rings make your fingers look great! |
On fingers | ![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 11% chance to reduce all saves and defense by 20 Damage (Melee): 7 physical Effects on ranged hit: * 11% chance to reduce all saves and defense by 20 Damage (Ranged): 9 physical Changes stats: +2 Cun Hate when firing a critical mind attack: +1.00 Maximum hate: +5.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 62%. Rings make your fingers look great! |
Around neck | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +15% mind Talent mastery: +0.11 Technique / Skirmisher - Slings Confusion immunity: +24% Amulets make your neck look great! |
In main hand | ![]() Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 1 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +6 Damage (Ranged): +6 acid / +20 darkness When wielded/worn: Changes stats: +2 Wil Changes resistances: +12% fire Changes damage: +10% acid Physical save: +6 (+3 eff.) Only die when reaching: -40.00 life Slings are used to hurl stones or metal shots at your foes. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Damage when hit (Melee): 4 nature Changes stats: +4 Str Changes resistances penetration: +10% fire / +6% physical Changes damage: +15% nature / +16% physical Stamina each turn: +3.00 A belt that goes around your waist. |
In off hand | ![]() Requires: - Shield usage training - Cunning 24 Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 140% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +77 Damage (radius 2) on crit: +10 light / +18 fire When wielded/worn: Armour: +6 Fatigue: +8% On shield block: * Deals 35 light and fire damage to each enemy blocked Changes resistances: +20% acid / +5% fire / +7% light Talent granted: +1 Block Handheld deflection devices. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour penetration: +2 Physical crit. chance: +2.0% Physical power: +2 (+0 eff.) Defense: +1 (+1 eff.) Fatigue: -3% Changes stats: +1 Dex Changes resistances: +1% physical Critical mult.: +10.00% Physical save: +3 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+3 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical / +9% all Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+5 eff.) Mindpower: +8 (+4 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 38.48 to 48.10 physical damage (based on Willpower and Cunning) with knockback Activation costs 10 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 577% 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 Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Mag Changes resistances: +13% temporal Pinning immunity: +25% Knockback immunity: +31% Mana each turn: +0.10 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +22.00 Amulets make your neck look great! |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +16 (+5 eff.) Changes resistances penetration: +5% blight Changes damage: +5% all Critical mult.: +10.00% Spell save: +12 (+9 eff.) Stun/Freeze immunity: +22% Life regen: +3.00 Spellpower: +19 (+10 eff.) Mindpower: +18 (+9 eff.) It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Cun / +4 Mag Changes resistances: +20% lightning Changes damage: +10% lightning Spellpower: +6 (+4 eff.) Rings make your fingers look great! |
![]() Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 108% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce armor by 20% When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +7 Changes stats: +2 Wil / +2 Mag Changes resistances penetration: +8% all Light radius: +2 See invisible: +3 Sharp, short and deadly. |
![]() Requires: - Dexterity 16 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 102% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 16% chance to reduce all saves and defense by 20 Damage (Melee): +7 mind When wielded/worn: Changes stats: +3 Mag / +5 Wil / +2 Cun Spellpower: +6 (+4 eff.) Sharp, short and deadly. |
![]() Requires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 When wielded/worn: Changes stats: +3 Dex / +3 Mag Changes resistances: +6% lightning / +6% fire Mental save: +6 (+3 eff.) See invisible: +21 Longbows are used to shoot arrows at your foes. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Armour: +7 Defense: +28 (+7 eff.) Damage when hit (Melee): 2 physical Changes stats: +2 Dex Physical save: +15 (+7 eff.) Light radius: +3 A belt that goes around your waist. |
![]() Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +5 Defense: +2 (+1 eff.) Changes stats: +2 Dex / +4 Mag / +4 Wil / +3 Cun Changes resistances: +13% nature / +12% blight Life regen: +4.00 Mana when firing critical spell: +2.00 Maximum vim: +40.00 Spellpower: +15 (+8 eff.) Spell crit. chance: +6% Healing mod.: +14% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +5 Mag / +4 Wil Changes resistances: +9% all Mana each turn: +0.16 Psi each turn: +0.13 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Changes stats: +3 Mag Changes damage: +5% arcane 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. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Dex / +2 Mag Changes resistances: +6% fire / +6% cold Mental save: +12 (+6 eff.) Hate when firing a critical mind attack: +1.00 Light radius: +3 A pointy cloth hat, very wizardly... |
![]() Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+3 eff.) Fatigue: +8% Changes resistances: +6% fire / +5% arcane / +3% temporal Reduces incoming crit damage: 15.00% Physical save: +15 (+7 eff.) Disarm immunity: +20% Life regen: +7.60 Maximum life: +47.00 Healing mod.: +15% A suit of armour made of leather. |
![]() Requires: - Strength 10 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% Life regen: +3.00 Maximum life: +32.00 Combat speed: +15% Casting speed: +15% Mental speed: +15% Healing mod.: +11% A suit of armour made of leather. |
![]() Requires: - Shield usage training - Cunning 24 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 135% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +85 Damage (radius 1) on hit: +12 fire When wielded/worn: Armour: +6 Fatigue: +8% Damage (Melee): 5 fire Damage when hit (Melee): 1 fire Talent granted: +1 Block Handheld deflection devices. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Dex / +3 Mag / +2 Con Changes damage: +9% fire Mental save: +7 (+4 eff.) 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. |
![]() Powered 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 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. |
![]() 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. |
![]() Powered 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. |
![]() Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Power: 141% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 21 On weapon hit: * 10% chance to gain 10% of a turn (3/turn limit) * 20% chance to slow global speed by 46% * 25% chance for lightning to strike from the target to a second target dealing 24 damage Damage (Ranged): +20 temporal Damage (radius 2) on crit: +8 temporal Shots are used with slings to pummel your foes to death. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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 le bombing potato the Halfling Skirmisher level 21
50th Haze 122nd year of Ascendancy at 14:47 see stats
By le bombing potato the Halfling Skirmisher level 15
16th Dusk 122nd year of Ascendancy at 01:16 see stats
By le bombing potato the Halfling Skirmisher level 20
5th Haze 122nd year of Ascendancy at 04:10 see stats
By le bombing potato the Halfling Skirmisher level 19
57th Dusk 122nd year of Ascendancy at 21:54 see stats
By le bombing potato the Halfling Skirmisher level 10
7th Mirth 122nd year of Ascendancy at 18:57 see stats
By le bombing potato the Halfling Skirmisher level 20
59th Dusk 122nd year of Ascendancy at 06:39 see stats
By le bombing potato the Halfling Skirmisher level 20
69th Dusk 122nd year of Ascendancy at 10:47 see stats
By le bombing potato the Halfling Skirmisher level 21
50th Haze 122nd year of Ascendancy at 01:14 see stats
By le bombing potato the Halfling Skirmisher level 9
4th Mirth 122nd year of Ascendancy at 10:33 see stats
By le bombing potato the Halfling Skirmisher level 21
51st Haze 122nd year of Ascendancy at 18:39 see stats
By le bombing potato the Halfling Skirmisher level 21
51st Haze 122nd year of Ascendancy at 04:55 see stats
By le bombing potato the Halfling Skirmisher level 18
40th Dusk 122nd year of Ascendancy at 08:23 see stats
Log
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
You are sent back to the material plane!
Saving game...
Saving done.
Saving game...
Today is the 66th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:06.
Saving done.
Today is the 67th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:21.
Today is the 68th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:50.
Ran for 4 turns (stop reason: hostile spotted to the northeast (ziguranth patrol)).
Today is the 69th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:05.
There is a Passageway into the Daikara here (press '' or right click to use).
You gain 3.25 gold from the transmogrification of sneakthief's gold ring.
There is an exit to the worldmap here (press '' or right click to use).
You feel very confident walking into this place.
Saving game...
Saving done.
Saving game...
Saving done.
Ran for 11 turns (stop reason: didn't move).
Le bombing potato uses Kneecapper.