









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Ashes of Urh'Rok 1.5.0Official 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 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Recognizable Bossess on Minimap 1.5.5Colorizing unique+ ranked creatures on minimap Additional Randart Properties 1.5.5 |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Necromancer |
| Level / Exp | 9 / 70% |
| Size | medium |
| Lifes / Deaths | Killed by Xeressra the rattlesnake at level 9 on the 3rd Mirth 122nd year of Ascendancy at 10:12 / 1 |
Primary Stats
| Strength | 12 (base 10) |
| Dexterity | 10 (base 10) |
| Constitution | 10 (base 10) |
| Magic | 33 (base 33) |
| Willpower | 16 (base 13) |
| Cunning | 23 (base 20) |
Resources
| Life | -54/190 |
| Mana | 44/136 |
| Soul | 10/10 |
| Healing Factor | 1.4 |
| Regeneration | 0.35 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 1 |
| See Stealth | 3.4500888896118 |
| See Invisible | 8.0186286876496 |
Offense: Mainhand
| Damage | 14 |
| Accuracy | 4 |
| Crit Chance | 12% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 29 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +4% |
| Fire | +15% |
| Light | +10% |
Offense: Damage Penetration
| Mind | +15% |
Defense: Base
| Armour (hardiness) | 6 (30%) |
| Defense | 2 |
| Ranged Defense | 2 |
| Fatigue | 1 |
| Physical Save | 21 |
| Spell Save | 22 |
| Mental Save | 22 |
Defense: Resistances
| Acid | + 5%( 70%) |
| Blight | + 20%( 70%) |
| Physical | + 2%( 70%) |
| Cold | + 20%( 70%) |
| All | 0%( 70%) |
| Lightning | + 12%( 70%) |
| Light | + 30%( 70%) |
| Arcane | + 3%( 70%) |
| Nature | + 20%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 5% |
| Poison Resistance | 15% |
| Knockback Resistance | 10% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random mental effect and reduce all damage taken by 22% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Grave | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Animus | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Necrotic minions | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Divination | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.20 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Cunning / Survival | 0.90 |
| 0/5 |
| 0/5 |
| 2/5 |
| 0/5 |
Effects
| talent | Blurred Mortality |
| talent | Keen Senses |
| talent | Necrotic Aura |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | The mana surge engulfs the target, regenerating 3.84 mana per turn. Surging mana |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
Quests
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
Equipment
| On feet | Anyharalin (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Fatigue: +1% Changes resistances: +3% arcane Poison immunity: +15% Disease immunity: +10% Knockback immunity: +10% Infravision radius: +1 A pair of boots made of leather. |
| On hands | corrosive rough leather gloves (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 acid Changes resistances: +5% acid Changes damage: +4% acid Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | Korukhad the linen wizard hat (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +3 Cun Changes resistances: +12% lightning / +2% physical Physical save: +9 (+5 eff.) Spell save: +3 (+2 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +5% A pointy cloth hat, very wizardly... |
| Tool | elm wand of conjuration [power 91] (7/10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to fire a bolt of a random element with (base) damage 46 to 91, putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| Around waist | Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| Main armor | linen robe (0 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| In main hand | Zubomira the ash vilestaff (15-18 power, 3 apr, fire element)Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 40% chance to corrode armour by 30% When wielded/worn: Physical crit. chance: +5.0% Changes damage: +15% fire Talent granted: +1 Command Staff Critical mult.: +10.00% Physical save: +7 (+4 eff.) Spell save: +5 (+3 eff.) Mental save: +6 (+3 eff.) Mana each turn: +0.12 Maximum mana: +30.00 Spellpower: +6 (+3 eff.) Spell crit. chance: +6% Staves designed for wielders of magic, by the greats of the art. |
| Light source | Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (62 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| Cloak | linen cloak 'Corpseoracle' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Damage when hit (Melee): 8 mind / 4 nature Changes resistances penetration: +15% mind Maximum life: +31.00 Mental crit. chance: +2% Talent on hit(mindpower): Acidbeam (5% chance level 1). A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | copper amulet of strength (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str Amulets can have magical properties. |
Inventory
healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.Brightroar the steel amulet Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +2 Cun / +2 Dex Changes resistances: +6% temporal Changes resistances penetration: +10% fire Life regen: +1.30 Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level.iron battleaxe of daylight (14.5-21.75 power, 1 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 14.5 - 21.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +9 light Damage against: +7% Undead Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.balanced steel dagger of massacre (17-22.1 power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 17.0 - 22.1 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +5 (+5 eff.) Defense: +5 (+5 eff.) Disarm immunity: +16% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.hateful iron dagger (10-13 power, 5 apr) Requires: - Dexterity 11 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +5 darkness Damage against: +4% Living Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.hateful steel dagger of erosion (12-15.6 power, 6 apr) Requires: - Dexterity 16 Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.0 - 15.6 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +5 temporal / +6 darkness / +5 nature Damage against: +4% Living Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.iron dagger of vileness (9.5-12.35 power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 5% chance to disease Damage (Melee): +7 blight Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.hateful iron greatsword of erosion (13.5-21.6 power, 1 apr) Requires: - Strength 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 13.5 - 21.6 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +10 temporal / +7 darkness / +7 nature Damage against: +9% Living Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.thought-forged iron greatsword of persecution (16.5-26.4 power, 1 apr) Requires: - Strength 11 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 16.5 - 26.4 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 17% chance to cause random gloom Damage (Melee): +9 mind Damage against: +10% Unnatural When wielded/worn: Changes stats: +3 Cun / +4 Wil Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.steady elm longbow of lightning Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 Damage (Ranged): +9 lightning When wielded/worn: Accuracy: +9 (+9 eff.) Physical crit. chance: +3.0% Changes damage: +14% lightning Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.creative mossy mindstar of the jelly (2.5-2.75 power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +2 Cun Changes damage: +3% acid Critical mult.: +6.00% Equilibrium when hit: +0.60 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.nature's mossy mindstar (2.5-2.75 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes resistances: +2% blight Changes damage: +2% nature Disease immunity: +10% 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.nature's mossy mindstar (2.5-2.75 power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes resistances: +2% blight Changes damage: +2% nature Disease immunity: +11% 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.rough leather sling 'Sunpiety' Requires: - Dexterity 11 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 1 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +6 On weapon hit: * 40% chance to cause random gloom When wielded/worn: Changes stats: +2 Con Changes damage: +3% mind / +15% fire Talent mastery: +0.10 Wild-gift / Fungus It can be used to regenerate 62 life over 5 turns, putting all charms on cooldown for 20 turns. Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.ash starstaff 'Arthetar' (21-25.2 power, 3 apr, physical element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 21.0 - 25.2 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +2.0% Armour: +3 Armour Hardiness: +3% Changes stats: +2 Str Changes damage: +21% physical Talent granted: +1 Command Staff Physical save: +8 (+4 eff.) Spell save: +5 (+3 eff.) Mental save: +7 (+4 eff.) Spellpower: +8 (+4 eff.) Spell crit. chance: +6% Staves designed for wielders of magic, by the greats of the art. |
Skullcleaver (20-28 power, 4 apr)Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +12.0% Attack speed: 100% When this weapon hits: Greater Weapon Focus (10% chance level 2). Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Daimurain the ScaldradianceCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+9 eff.) Changes resistances: +6% mind Changes resistances penetration: +5% fire Changes damage: +18% mind Stealth bonus: +5 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.linen cloak 'Khelefang' (1 def, 6 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour penetration: +6 Physical crit. chance: +2.0% Armour: +6 Defense: +1 (+1 eff.) Changes resistances: +10% cold Changes resistances penetration: +20% acid A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.regal linen cloak (1 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Wil Mental save: +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.linen robe of fire (+15%) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +15% fire Changes damage: +10% fire A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.mindwoven linen robe of darkness (+16%) (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +16% darkness Changes damage: +11% darkness Mental save: +16 (+8 eff.) Mindpower: +3 (+1 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.Aerenor (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% nature / +9% cold Changes resistances penetration: +3% all Stamina each turn: +0.40 Maximum stamina: +10.00 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.Aeramnir the rough leather gloves (0 def, 1 armour) Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: -8% Damage (Melee): 6 mind Changes stats: +1 Dex / +2 Wil Changes resistances: +6% mind Changes damage: +4% mind Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level.Cloudvile the rough leather gloves (6 def, 6 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +6 Defense: +6 (+6 eff.) Ranged Defense: +6 (+6 eff.) Damage (Melee): 6 physical Changes damage: +4% physical Stamina each turn: +0.60 Maximum stamina: +5.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level.rough leather gloves 'Jetstake' (0 def, 1 armour) Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+6 eff.) Armour: +1 Changes stats: +1 Wil Changes damage: +9% mind Physical save: +6 (+3 eff.) Mental save: +5 (+3 eff.) Disarm immunity: +21% Hate when firing a critical mind attack: +1.00 Maximum pos.energy: +5.00 Maximum neg.energy: +5.00 Mindpower: +6 (+3 eff.) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level.grounding linen wizard hat of fire (+6%) (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +6% lightning / +15% fire / +6% temporal Changes damage: +10% fire A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.spiked iron mail armour of lightning resistance (2 def, 4 armour) Requires: - Strength 14 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +12% Damage when hit (Melee): 11 physical Changes resistances: +15% lightning A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.Arissra the rough leather armour (1 def, 2 armour) Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Fatigue: +6% Effects on melee hit: * 10 arcane resource burn Changes resistances: +6% acid / +6% nature / +9% lightning Changes damage: +3% acid Maximum life: +23.00 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.cleansing rough leather armour of fire resistance (1 def, 2 armour) Requires: - Strength 10 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Fatigue: +6% Changes resistances: +11% blight / +16% fire / +10% nature A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.cured leather armour 'Radianceraider' (2 def, 4 armour) Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +7% Changes resistances: +15% acid / +16% cold / +6% light Maximum life: +20.00 Maximum pos.energy: +15.00 Maximum neg.energy: +15.00 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.spiked rough leather armour of cold resistance (1 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Fatigue: +6% Damage when hit (Melee): 10 physical Changes resistances: +16% cold A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.spiked iron plate armour of acid resistance (3 def, 7 armour) Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+3 eff.) Fatigue: +20% Damage when hit (Melee): 11 physical Changes resistances: +15% acid A suit of armour made of metal plates. |
4 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. |
2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 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. |
Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+5 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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)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, costing 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 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), costing 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. |
This item will automatically be transmogrified when you leave the level.pouch of iron shots (12/12, 12.5-15 power, 1 apr) Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 12.5 - 15.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +4.0% Capacity: 12 Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.supercharged iron torque of kinetic psionic shield [power 33] (7/23 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 33 for 7 turns, putting all charms on cooldown for 23 turns. Torques are made by powerful psionics to store psionic powers. |
5 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. |
4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 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
Log
mobdeep hits Xeressra the rattlesnake for 52 darkness damage.
Mobdeep activates his elm wand of conjuration!
mobdeep hits Xeressra the rattlesnake for 33 fire damage.
Mobdeep uses Infusion: Wild.
Mobdeep lessens the pain.
Mobdeep is not crippled anymore.
mobdeep hits Xeressra the rattlesnake for 3 mind, 2 nature, 3 mind, 2 nature (9 total damage).
Xeressra the rattlesnake hits mobdeep for 25 physical, 19 physical, 5 arcane (49 total damage).
Xeressra the rattlesnake performs a melee critical strike against mobdeep!
Mobdeep's Arcane Eye has been burned!
mobdeep hits Xeressra the rattlesnake for 3 mind, 2 nature, 3 mind, 2 nature (9 total damage).
Xeressra the rattlesnake hits mobdeep for 25 physical, 27 physical, 5 arcane, 9 arcane (67 total damage).
Mobdeep casts Fear the Night.
Xeressra the rattlesnake is knocked back!
mobdeep hits Xeressra the rattlesnake for 20 darkness damage.
Mobdeep is not stunned anymore.
Talent Track is ready to use.
Talent Teleport is ready to use.
Talent Rune: Manasurge is ready to use.
Mobdeep casts Rune: Manasurge.
Mobdeep starts to surge mana.
Talent Arcane Eye is ready to use.
Mobdeep feels pain again.
Talent Invoke Darkness is ready to use.
Saving game...




































































