Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Shalore |
Class | Paradox Mage |
Level / Exp | 20 / 85% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 16 (base 10) |
Dexterity | 15 (base 10) |
Constitution | 23 (base 12) |
Magic | 67 (base 48) |
Willpower | 66 (base 42) |
Cunning | 23 (base 10) |
Resources
Life | 477/477 |
Paradox | 300 |
Healing Factor | 1.2299022211822 |
Regeneration | 10.146693324753 |
Speed
Mental | -4.0412118096356E-12% |
Attack | -4.0412118096356E-12% |
Movement | +36.80425806594% |
Spell | -4.0412118096356E-12% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
See Invisible | 3 |
Offense: Mainhand
Damage | 31 |
Accuracy | 9 |
Crit Chance | 15% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 51 |
Crit Chance | 24% |
Speed | 1 |
Offense: Mind
Mindpower | 41 |
Crit Chance | 13% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +5% |
Light | +10% |
Temporal | +38% |
Cold | +9% |
Mind | +15% |
Fire | +15% |
All | 0% |
Offense: Damage Penetration
Blight | +10% |
Darkness | +25% |
Fire | +10% |
Cold | +10% |
Defense: Base
Armour (hardiness) | 40.733788823332 (35.65183292883%) |
Defense | 34 |
Ranged Defense | 34 |
Fatigue | 0 |
Physical Save | 35 |
Spell Save | 41 |
Mental Save | 44 |
Defense: Resistances
Lightning | + 15%( 70%) |
Light | + 12%( 70%) |
Nature | + 12%( 70%) |
Darkness | + 9%( 70%) |
Cold | + 12%( 70%) |
All | + 7%( 70%) |
Defense: Immunities
Stun Resistance | 50% |
Bleed Resistance | 50% |
Disarm Resistance | 24% |
Instadeath Resistance | 100% |
Silence Resistance | 20% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 492 damage for 4 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 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 19% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 610% 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 Magic stat. |
Class Talents
Chronomancy / Stasis | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Timetravel | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Chronomancy / Flux | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 4/5 |
Chronomancy / Gravity | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Matter | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Fate Weaving | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 1/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Matter Weaving |
talent | Contingency |
talent | Reality Smearing |
talent | Secrets of the Eternals |
beneficial effect | The target is moving is 36% faster. 3 Celerity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Scintillating Caves. Escort: lost defiler (level 3 of Scintillating Caves)As a reward you improved Cunning by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * 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 |
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 the fox. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed ice ant stinger. * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed warg claw. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed skeleton mage skull. * You've found the needed wretchling eyeball. 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 bear paw. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' | 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 within5 lumberjacks have died. | done |
Equipment
On feet | Thunderripper the pair of rough leather boots (0 def, 1 armour) Thunderripper the pair of rough leather boots (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Dex / +3 Wil / +3 Cun Changes resistances: +3% lightning Changes damage: +9% mind Physical save: +6 (+3 eff.) Spell save: +7 (+2 eff.) Mental save: +11 (+3 eff.) Mindpower: +5 (+2 eff.) Light radius: +2 A pair of boots made of leather. |
Light source | Grinarak the Umbrariver =mag= Grinarak the Umbrariver =mag=Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Mag / +4 Wil / +1 Con Changes resistances: +3% darkness Changes resistances penetration: +25% darkness Changes damage: +6% mind 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 | Falilehad the rough leather cap (0 def, 1 armour) Falilehad the rough leather cap (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 10% chance to reduce all saves and defense by 26 Changes stats: +3 Str / +2 Dex / +1 Mag Physical save: +10 (+5 eff.) A cap made of leather. |
Tool | Shard of Crystalized Time Shard of Crystalized TimePowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +4 Wil / +2 Con Changes damage: +7% temporal Reduces paradox anomalies(equivalent to willpower): +10 An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping pace with the chaotic streams of time itself. It makes you feel both old and young, a newborn child and an ancient being, your flesh simply one instance in a thousand refractions of a single timeless and eternal soul. |
On fingers | rogue's gold ring of life rogue's gold ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +4 Cun Life regen: +7.00 Maximum life: +46.00 Healing mod.: +12% Rings make your fingers look great! |
On fingers | wizard's copper ring of luminosity wizard's copper ring of luminosityPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage (Melee): 12 light Damage (Ranged): 11 light Changes stats: +4 Mag Changes damage: +10% light Spell save: +6 (+2 eff.) Rings make your fingers look great! |
Around waist | Galoroddantir the rough leather belt Galoroddantir the rough leather beltInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Str / +2 Mag / +3 Con Physical save: +5 (+2 eff.) Mindpower: +3 (+1 eff.) See invisible: +3 A belt that goes around your waist. |
In main hand | Cinderfear (31-37 power, 5 apr, temporal element) Cinderfear (31-37 power, 5 apr, temporal element)Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 31.0 - 37.2 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 25 Changes stats: +3 Mag / +3 Wil Changes resistances penetration: +10% blight / +10% fire Changes damage: +31% temporal / +15% fire Talent granted: +1 Command Staff Critical mult.: +14.00% Maximum mana: +22.00 Spellpower: +21 (+7 eff.) Spell crit. chance: +13% Staves designed for wielders of magic, by the greats of the art. |
On hands | Poxstun (0 def, 10 armour) Poxstun (0 def, 10 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +10 Damage (Melee): 7 lightning Changes stats: +1 Str / +3 Con Changes resistances: +6% lightning / +6% nature Changes damage: +5% lightning Physical save: +16 (+7 eff.) Spell save: +5 (+2 eff.) Mental save: +15 (+5 eff.) Disarm immunity: +24% Maximum life: +54.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 26% and provides a 14% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | mindwoven linen robe of Angolwen (0 def, 0 armour) mindwoven linen robe of Angolwen (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +2 Mag / +2 Wil Changes resistances: +7% all Mental save: +15 (+5 eff.) Silence immunity: +20% Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +7 (+3 eff.) Mindpower: +2 (+1 eff.) Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | Freezepython the linen cloak (1 def, 0 armour) Freezepython the linen cloak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Str / +2 Con Changes resistances: +6% light / +6% cold Changes resistances penetration: +10% cold Changes damage: +9% cold Light radius: +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 | restful copper amulet of magic (+3) restful copper amulet of magic (+3)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Mag Life regen: +1.00 Amulets make your neck look great! |
Inventory
movement infusion (speed 552%; cd 17) movement infusion (speed 552%; cd 17)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: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 552% 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. 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. |
grounding copper amulet of cunning (+3) =lightning resist= grounding copper amulet of cunning (+3) =lightning resist=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Changes resistances: +11% lightning Stun/Freeze immunity: +21% Amulets make your neck look great! |
grounding copper amulet of dexterity (+2) =dex= grounding copper amulet of dexterity (+2) =dex=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Dex Changes resistances: +10% lightning Stun/Freeze immunity: +20% Amulets make your neck look great! |
steel amulet of constitution (+3) =con= steel amulet of constitution (+3) =con=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Con Amulets make your neck look great! |
Elemental Fury Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Undeathsun =con= Undeathsun =con=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Defense: +10 (+5 eff.) Changes stats: +3 Con Changes resistances: +22% cold Changes resistances penetration: +20% nature / +5% physical Changes damage: +11% cold Stamina each turn: +2.00 Rings make your fingers look great! |
copper ametrine ring =con= copper ametrine ring =con=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes stats: +2 Con Changes damage: +2% all Spell save: +11 (+4 eff.) Maximum stamina: +13.00 Spell crit. chance: +1% Mental crit. chance: +1% Rings make your fingers look great! |
copper ring 'Hellwing' =lightning resist= copper ring 'Hellwing' =lightning resist=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% lightning / +6% fire Changes resistances penetration: +5% cold Changes damage: +17% lightning / +6% fire / +12% cold Rings make your fingers look great! |
Sunbrace the elm longbow =dex= Sunbrace the elm longbow =dex=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: +6 When wielded/worn: Effects on ranged hit: * 10% chance to reduce damage dealt by 22% Damage when hit (Melee): 2 light Changes stats: +5 Dex / +2 Wil Changes resistances penetration: +9% physical Mindpower: +10 (+4 eff.) Light radius: +3 Longbows are used to shoot arrows at your foes. |
cured leather sling 'Daytorrent' =con= cured leather sling 'Daytorrent' =con=Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 Damage (Ranged): +12 light / +16 arcane When wielded/worn: Changes stats: +2 Dex / +4 Con Changes resistances penetration: +6% physical Vim when firing critical spell: +2.00 Slings are used to hurl stones or metal shots at your foes. |
Pitchstone the elm starstaff (10-12 power, 2 apr, physical element) =con= Pitchstone the elm starstaff (10-12 power, 2 apr, physical element) =con=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: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Con Changes resistances: +3% nature / +4% physical Changes damage: +3% darkness / +10% physical Talent granted: +1 Command Staff Teleport immunity: +10% Life regen: +0.60 Only die when reaching: -80.00 life Spellpower: +7 (+3 eff.) Spell crit. chance: +1% Healing mod.: +24% Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short ash magestaff (15-18 power, 3 apr, lightning element) magewarrior's short ash magestaff (15-18 power, 3 apr, lightning element)Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +8 (+7 eff.) Physical crit. chance: +5.0% Physical power: +7 (+5 eff.) Changes damage: +15% lightning Talent granted: +1 Command Staff Spellpower: +12 (+4 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
Nightsun the rough leather belt =lightning resist= Nightsun the rough leather belt =lightning resist=Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 6 acid / 4 darkness Changes resistances: +15% lightning / +3% darkness Changes resistances penetration: +5% acid Maximum life: +31.00 A belt that goes around your waist. |
Oozebrace the rough leather belt =con= Oozebrace the rough leather belt =con=Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Con Changes resistances penetration: +5% nature / +15% cold Changes damage: +15% nature / +6% cold Mental save: +6 (+2 eff.) Mindpower: +4 (+2 eff.) A belt that goes around your waist. |
linen cloak 'Blizzardvenom' (1 def, 0 armour) =con= linen cloak 'Blizzardvenom' (1 def, 0 armour) =con=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Str / +2 Con Changes resistances: +6% blight / +3% cold / +5% arcane Changes resistances penetration: +5% cold Disarm immunity: +10% Life regen: +4.00 Healing mod.: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
mindwoven woollen robe of lightning (+18%) (0 def, 0 armour) =lightning resist= mindwoven woollen robe of lightning (+18%) (0 def, 0 armour) =lightning resist=Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +18% lightning / +9% all Changes damage: +12% lightning Mental save: +17 (+5 eff.) Mindpower: +3 (+1 eff.) Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cracklemaim the pair of iron boots (20 def, 3 armour) =lightning resist= Cracklemaim the pair of iron boots (20 def, 3 armour) =lightning resist=Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +20 (+8 eff.) Fatigue: +2% Damage when hit (Melee): 2 lightning Changes resistances: +11% lightning / +7% temporal Changes resistances penetration: +10% physical Changes damage: +3% lightning / +3% physical 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 'Belyrab' (20 def, 3 armour) =con= pair of iron boots 'Belyrab' (20 def, 3 armour) =con=Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +20 (+8 eff.) Fatigue: +2% Changes stats: +3 Con Spellpower: +4 (+2 eff.) Light radius: +2 Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Bokyndil the hardened leather gloves (0 def, 2 armour) =con= Bokyndil the hardened leather gloves (0 def, 2 armour) =con=Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+6 eff.) Armour: +2 Changes stats: +6 Con Changes resistances: +9% mind Changes resistances penetration: +10% mind Changes damage: +12% mind Physical save: +6 (+3 eff.) Mental save: +7 (+2 eff.) Disarm immunity: +28% 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. |
Teduthad the iron helm (0 def, 3 armour) =con= Teduthad the iron helm (0 def, 3 armour) =con=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +4 Str / +6 Con Changes resistances: +3% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
insulating rough leather cap of dexterity (+3) (0 def, 1 armour) =dex= insulating rough leather cap of dexterity (+3) (0 def, 1 armour) =dex=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Dex Changes resistances: +6% fire / +5% cold A cap made of leather. |
stabilizing linen wizard hat of lightning (+16%) (1 def, 0 armour) =lightning resist= stabilizing linen wizard hat of lightning (+16%) (1 def, 0 armour) =lightning resist=Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Wil Changes resistances: +16% lightning Changes damage: +11% lightning Physical save: +6 (+3 eff.) A pointy cloth hat, very wizardly... |
agate agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
onyx onyx0.00 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. |
2 aquamarine 2 aquamarine0.00 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. |
4 opal 4 opal0.00 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. |
5 topaz 5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 37 turns) iron pickaxe of endurance (dig speed 37 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 emerald 2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 spinel 4 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 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
survivor's brass lantern of health survivor's brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +5 (+2 eff.) Maximum life: +41.00 Light radius: +3 Healing mod.: +10% 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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
4 amethyst 4 amethyst0.00 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. |
5 ametrine 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 citrine 4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon 4 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Ormmaar the Shalore Paradox Mage level 16
6th Regrowth 123rd year of Ascendancy at 06:38 see stats
By Ormmaar the Shalore Paradox Mage level 18
23rd Regrowth 123rd year of Ascendancy at 07:25 see stats
By Ormmaar the Shalore Paradox Mage level 10
39th Haze 122nd year of Ascendancy at 02:16 see stats
By Ormmaar the Shalore Paradox Mage level 20
30th Regrowth 123rd year of Ascendancy at 06:48 see stats
By Ormmaar the Shalore Paradox Mage level 8
14th Haze 122nd year of Ascendancy at 21:59 see stats
By Ormmaar the Shalore Paradox Mage level 8
16th Haze 122nd year of Ascendancy at 07:17 see stats
By Ormmaar the Shalore Paradox Mage level 19
29th Regrowth 123rd year of Ascendancy at 15:58 see stats
By Ormmaar the Shalore Paradox Mage level 5
77th Pyre 122nd year of Ascendancy at 14:18 see stats
Log
Rested for 0 turns (stop reason: all resources and life at maximum).
There is an exit to the worldmap here (press '' or right click to use).
Ran for 11 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
You gain 1.47 gold from the transmogrification of psychokinetic pouch of dwarven-steel shots of accuracy (18/18, 30-36 power, 3 apr).
You gain 5.26 gold from the transmogrification of swashbuckler's dwarven-steel shield of the stars (0 def, 6 armour, 79 block).
You gain 4.79 gold from the transmogrification of rejuvenating rough leather armour of cold resistance (3 def, 2 armour).
You gain 1.69 gold from the transmogrification of cleansing hardened leather armour of cold resistance (9 def, 6 armour).
You gain 4.41 gold from the transmogrification of impenetrable dwarven-steel mail armour of Eyal (3 def, 17 armour).
You gain 2.90 gold from the transmogrification of steady hardened leather gloves of dexterity (+3) (0 def, 2 armour).
You gain 2.45 gold from the transmogrification of mighty cured leather sling of cold.
You gain 2.22 gold from the transmogrification of arcing dwarven-steel battleaxe of phasing (31-46 power, 15 apr).
You gain 2.44 gold from the transmogrification of psionicist's copper ring of perseverance.
You gain 1.62 gold from the transmogrification of biting gale rune of the wizard (damage 269; dur 4; cd 18).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a Passageway into the Daikara here (press '' or right click to use).
Ran for 2 turns (stop reason: at exit).