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 | Higher |
Class | Anorithil |
Level / Exp | 25 / 69% |
Size | medium |
Lifes / Deaths | Killed by Layyvena the eternal bone giant at level 25 on the 9th Decay 122nd year of Ascendancy at 20:57 / 1 |
Primary Stats
Strength | 11 (base 10) |
Dexterity | 14 (base 10) |
Constitution | 19 (base 12) |
Magic | 84 (base 55) |
Willpower | 26 (base 10) |
Cunning | 74 (base 50) |
Resources
Life | -30/505 |
Positive | 66/122 |
Negative | 58/122 |
Healing Factor | 1.1791723257555 |
Regeneration | 1.4739654071944 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -5.0182080713057E-12% |
Spell | +2.9976021664879E-12% |
Global | +100% |
Vision
Sight | 11 |
Lite | 5 |
Infravision | 5 |
See Invisible | 3 |
Offense: Mainhand
Damage | 27 |
Accuracy | 10 |
Crit Chance | 24% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 61 |
Crit Chance | 60% |
Speed | 0.99999999999997 |
Offense: Mind
Mindpower | 33 |
Crit Chance | 22% |
Speed | 1 |
Offense: Damage Bonus
Acid | +15% |
Lightning | +21% |
Light | +40% |
Darkness | +28% |
Blight | +21% |
Arcane | +18% |
Fire | +5% |
All | +6% |
Offense: Damage Penetration
Fire | +15% |
Arcane | +20% |
Defense: Base
Armour (hardiness) | 13 (35.65183292883%) |
Defense | 24 |
Ranged Defense | 24 |
Fatigue | 0 |
Physical Save | 20 |
Spell Save | 36 |
Mental Save | 39 |
Defense: Resistances
Lightning | + 25%( 70%) |
Light | + 38%( 70%) |
Temporal | + 23%( 70%) |
Arcane | + 18%( 70%) |
Fire | + 17%( 70%) |
All | + 12%( 70%) |
Defense: Immunities
Pinning Resistance | 23% |
Stun Resistance | 19% |
Blind Resistance | 15% |
Instadeath Resistance | 100% |
Knockback Resistance | 22% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 532% 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 Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 17% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 379 damage for 4 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random mental effect and reduce all damage taken by 21% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Class Talents
Celestial / Eclipse | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Celestial / Glyphs | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Celestial / Twilight | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Star fury | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Celestial / Sunlight | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 2/5 |
Generic Talents
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Hymns | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Celestial / Chants | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
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 successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Scintillating Caves. Escort: lost defiler (level 2 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Scintillating Caves. Escort: lost warrior (level 3 of Scintillating Caves)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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 have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | 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 AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * '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.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * You've found the needed giant spider spinneret. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' 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 honey tree root. * You've found the needed chunk of ghoul flesh. * You've found the needed vial of wight ectoplasm. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within2 lumberjacks have died. | done |
Equipment
On feet | Vorirekira the Flashpierce (0 def, 7 armour) Vorirekira the Flashpierce (0 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 Changes stats: +1 Mag / +1 Wil / +2 Cun / +5 Con Changes damage: +3% light Physical save: +10 (+5 eff.) Mental save: +10 (+3 eff.) See invisible: +3 A pair of boots made of leather. |
Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(78 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | Scorchtreason the rough leather cap (0 def, 1 armour) Scorchtreason 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% Changes stats: +2 Mag / +2 Con Changes resistances penetration: +5% arcane / +5% fire Vim when firing critical spell: +2.00 Maximum vim: +30.00 Spell crit. chance: +2% Damage Shield penetration: +10% A cap made of leather. |
Tool | Turadas [power 27] (25 cooldown) Turadas [power 27] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Damage when hit (Melee): 10 mind Changes stats: +7 Cun / +3 Wil Mental save: +12 (+4 eff.) It can be used to setup a psionic shield, reducing all damage taken by 27 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | rogue's steel ring of perseverance rogue's steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Stun/Freeze immunity: +20% Life regen: +1.00 Rings make your fingers look great! |
On fingers | conjurer's steel ring of luminosity conjurer's steel ring of luminosityPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 11 light Damage (Ranged): 12 light Changes stats: +5 Wil / +7 Mag Changes damage: +13% light Spellpower: +6 (+1 eff.) Rings make your fingers look great! |
Around waist | Foghunter FoghunterCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 2 darkness / 2 arcane Changes stats: +3 Dex / +4 Cun / +6 Lck Changes resistances penetration: +15% arcane Changes damage: +15% blight Trap disarming bonus: +7 Stealth bonus: +6 Infravision radius: +4 A belt that goes around your waist. |
In main hand | Layyyalle the Flarestreaker (15-18 power, 3 apr, darkness element) Layyyalle the Flarestreaker (15-18 power, 3 apr, darkness element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. 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: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances: +6% fire Changes resistances penetration: +10% fire Changes damage: +9% acid / +12% arcane / +15% darkness Talent granted: +1 Command Staff Spell save: +9 (+4 eff.) Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +6 (+1 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
On hands | Storm Bringer's Gauntlets (0 def, 5 armour) Storm Bringer's Gauntlets (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +5 Changes stats: +6 Mag Changes resistances: +15% lightning Changes damage: +15% lightning Critical mult.: +20.00% Spellpower: +12 (+3 eff.) Spell crit. chance: +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Talent level: +1 to all lightning damage spells. Talent on hit(spell): Lightning (10% chance level 1). This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Main armor | stargazer's woollen robe of power (0 def, 0 armour) stargazer's woollen robe of power (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +3 Cun Changes resistances: +9% all Changes damage: +7% darkness / +8% light / +6% all Spellpower: +16 (+4 eff.) Spell crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | linen cloak of sorcery (1 def, 0 armour) linen cloak of sorcery (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Mag / +3 Wil Spell crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | stabilizing steel amulet of willpower (+3) stabilizing steel amulet of willpower (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +13% temporal Pinning immunity: +23% Knockback immunity: +22% Amulets make your neck look great! |
Inventory
Vargh Redemption =con= Vargh Redemption =con=Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 3 tidal wave that expands slowly over 7 turns, dealing 11.70 cold and 11.70 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
mule's copper ring of life mule's copper ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +21 Life regen: +6.00 Maximum life: +44.00 Healing mod.: +11% Rings make your fingers look great! |
savage's steel ring of nature (+24%) =con= savage's steel ring of nature (+24%) =con=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Con Changes resistances: +24% nature Changes damage: +12% nature Spell save: +11 (+5 eff.) Maximum stamina: +14.00 Rings make your fingers look great! |
steel ring steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings make your fingers look great! |
steel ring of luminosity steel ring of luminosityPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 10 light Damage (Ranged): 12 light Changes stats: +1 Mag Changes damage: +11% light Rings make your fingers look great! |
wizard's gold ring of luminosity wizard's gold ring of luminosityPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage (Melee): 10 light Damage (Ranged): 16 light Changes stats: +6 Mag Changes damage: +10% light Spell save: +6 (+3 eff.) Rings make your fingers look great! |
Bleakviper the iron dagger (15-20 power, 5 apr) Bleakviper the iron dagger (15-20 power, 5 apr)Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 15.5 - 20.2 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Damage (radius 2) on crit: +8 mind When wielded/worn: Changes stats: +1 Cun Changes resistances penetration: +10% darkness Maximum hate: +2.00 Maximum psi: +40.00 Sharp, short and deadly. |
Borirain the iron dagger (9-11 power, 5 apr) Borirain the iron dagger (9-11 power, 5 apr)Requires: - Dexterity 11 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.0 - 11.7 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +7 darkness Damage against: +5% Living When wielded/worn: Changes stats: +3 Str / +2 Dex / +1 Mag / +3 Cun / +1 Con Infravision radius: +1 Sharp, short and deadly. |
iron greatmaul of enduring (16-24 power, 1 apr) =con= iron greatmaul of enduring (16-24 power, 1 apr) =con=Requires: - Strength 11 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 16.5 - 24.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% When wielded/worn: Changes stats: +9 Con / +9 Wil Maximum life: +27.00 Massive two-handed mauls. |
Cyrotta the Gloomspike (10-12 power, 2 apr, darkness element) Cyrotta the Gloomspike (10-12 power, 2 apr, darkness element)Requires: - Magic 11 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Armour: +2 Defense: +6 (+3 eff.) Changes resistances penetration: +5% darkness / +15% fire Changes damage: +10% darkness / +9% fire Talent granted: +1 Command Staff Maximum stamina: +10.00 Maximum pos.energy: +5.00 Maximum neg.energy: +5.00 Spellpower: +3 (+0 eff.) Spell crit. chance: +1% Light radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 122.06 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
short ash starstaff of illumination (15-18 power, 3 apr, darkness element) short ash starstaff of illumination (15-18 power, 3 apr, darkness element)Requires: - Magic 16 Infused by nature 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: Defense: +6 (+3 eff.) Changes damage: +15% darkness Talent granted: +1 Command Staff Spellpower: +6 (+1 eff.) Spell crit. chance: +2% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 164.37 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
rough leather belt 'Wildbrace' rough leather belt 'Wildbrace'Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour penetration: +4 Physical power: +20 (+14 eff.) Fatigue: -5% Effects on melee hit: * 10% chance to slow global speed by 48% Changes stats: +1 Dex Maximum encumbrance: +26 Spellpower: +10 (+2 eff.) A belt that goes around your waist. |
enveloping cashmere cloak of Iron Throne (8 def, 0 armour) =con= enveloping cashmere cloak of Iron Throne (8 def, 0 armour) =con=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +1 Str / +2 Con Physical save: +7 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
verdant woollen robe (0 def, 0 armour) =con= verdant woollen robe (0 def, 0 armour) =con=Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +9% all Changes damage: +8% nature Poison immunity: +25% Disease immunity: +21% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
dwarven-steel gauntlets 'Ce'Nalle' (15 def, 8 armour) dwarven-steel gauntlets 'Ce'Nalle' (15 def, 8 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour penetration: +2 Physical crit. chance: +2.0% Armour: +8 Defense: +15 (+7 eff.) Fatigue: +3% Damage (Melee): 7 physical Changes stats: +6 Cun / +2 Mag Changes resistances: +2% physical Changes damage: +6% physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. storm hardened leather gloves of dexterity (+3) (0 def, 2 armour)storm hardened leather gloves of dexterity (+3) (0 def, 2 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +13 (+11 eff.) Armour: +2 Damage (Melee): 5 lightning Changes stats: +3 Dex Changes resistances: +6% lightning Changes damage: +5% lightning 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. |
bladed hardened leather cap of constitution (+4) (0 def, 3 armour) =con= bladed hardened leather cap of constitution (+4) (0 def, 3 armour) =con=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Str / +3 Con It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 22.0 Physical damage. If the attack hits, the target is confused (27% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
linen wizard hat of lightning (+16%) (1 def, 0 armour) linen wizard hat of lightning (+16%) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +16% lightning Changes damage: +11% lightning A pointy cloth hat, very wizardly... |
dwarven-steel shield of the stars (0 def, 6 armour, 81 block) dwarven-steel shield of the stars (0 def, 6 armour, 81 block)Requires: - Shield usage training - Strength 24 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +3 Cun / +3 Mag Changes resistances: +12% light / +12% darkness Changes damage: +10% light / +14% darkness Talent granted: +1 Block Handheld deflection devices. |
iron shield 'Corpsespitter' (0 def, 7 armour, 96 block) iron shield 'Corpsespitter' (0 def, 7 armour, 96 block)Requires: - Shield usage training - Strength 11 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +7 Fatigue: +8% Changes stats: +4 Con Changes resistances: +3% fire Changes resistances penetration: +5% nature Talent granted: +1 Block Physical save: +12 (+6 eff.) Pinning immunity: +20% Stun/Freeze immunity: +20% Maximum life: +20.00 Handheld deflection devices. |
8 agate 8 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. |
5 aquamarine 5 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. |
6 opal 6 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 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe of endurance (dig speed 38 turns) iron pickaxe of endurance (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald 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. |
11 spinel 11 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
6 amethyst 6 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. |
quartz quartz0.00 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. |
11 ametrine 11 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. |
7 citrine 7 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. |
8 zircon 8 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 Lincit the Higher Anorithil level 16
29th Dusk 122nd year of Ascendancy at 15:08 see stats
By Lincit the Higher Anorithil level 20
63rd Haze 122nd year of Ascendancy at 05:09 see stats
By Lincit the Higher Anorithil level 10
5th Mirth 122nd year of Ascendancy at 04:00 see stats
By Lincit the Higher Anorithil level 20
54th Haze 122nd year of Ascendancy at 20:30 see stats
By Lincit the Higher Anorithil level 4
77th Pyre 122nd year of Ascendancy at 08:54 see stats
By Lincit the Higher Anorithil level 21
63rd Haze 122nd year of Ascendancy at 09:47 see stats
By Lincit the Higher Anorithil level 10
5th Flare 122nd year of Ascendancy at 01:22 see stats
By Lincit the Higher Anorithil level 10
2nd Flare 122nd year of Ascendancy at 05:07 see stats
By Lincit the Higher Anorithil level 22
74th Haze 122nd year of Ascendancy at 06:50 see stats
By Lincit the Higher Anorithil level 19
53rd Haze 122nd year of Ascendancy at 17:06 see stats
Log
Lincit's spell attains critical power!
Lincit's spell attains critical power!
Layyvena the eternal bone giant resists!
Talent Searing Light is ready to use.
Hymn of Shadows hits Layyvena the eternal bone giant for 34 darkness damage.
Lincit casts Healing Light.
Lincit's spell attains critical power!
Lincit receives 445 healing.
Layyvena the eternal bone giant somehow avoids a trap (Lincit's glyph of sunlight).
Layyvena the eternal bone giant's light area effect hits Lincit for 44 light damage.
Lincit's Corona hits Layyvena the eternal bone giant for 32 light damage.
Lincit's Corona hits Layyvena the eternal bone giant for 30 darkness damage.
Hymn of Shadows hits Lincit for 44 darkness damage.
Lincit's Corona hits Layyvena the eternal bone giant for 30 darkness damage.
Layyvena the eternal bone giant uses Bone Armour.
A shield forms around Layyvena the eternal bone giant.
Lincit's spell attains critical power!
Layyvena the eternal bone giant resists!
Hymn of Shadows hits Layyvena the eternal bone giant for (30 absorbed), 3 darkness (3 total damage).
Lincit is confused and fails to use Searing Light.
Layyvena the eternal bone giant's light area effect hits Lincit for 44 light damage.
Lincit's Corona hits Layyvena the eternal bone giant for (29 absorbed), 3 light (3 total damage).
Layyvena the eternal bone giant's spell attains critical power!
Hymn of Shadows hits Lincit for 65 darkness damage.
Layyvena the eternal bone giant casts Moonlight Ray.
Layyvena the eternal bone giant's spell attains critical power!
Layyvena the eternal bone giant hits Lincit for 356 darkness damage.
Lincit the level 25 higher anorithil was darkened to death by Layyvena the eternal bone giant on level 4 of Ruined halfling complex.