Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Halfling |
Class | Skirmisher |
Level / Exp | 26 / 59% |
Size | small |
Lifes / Deaths | Killed by greater gwelgoroth at level 15 on the 39th Haze 122nd year of Ascendancy at 14:40 / 2Killed by elven blood mage at level 26 on the 74th Dusk 123rd year of Ascendancy at 10:02 |
Primary Stats
Strength | 17 (base 13) |
Dexterity | 71 (base 57) |
Constitution | 22 (base 15) |
Magic | 34 (base 24) |
Willpower | 24 (base 11) |
Cunning | 45 (base 30) |
Resources
Life | -98/627 |
Stamina | 42/230 |
Healing Factor | 1.1024166372474 |
Regeneration | 0.27560415931185 |
Speed
Mental | -1.1102230246252E-14% |
Attack | 0% |
Movement | -2.2204460492503E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 112 |
Accuracy | 62 |
Crit Chance | 36% |
APR | 16 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 13.5 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 33 |
Crit Chance | 16% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +3% |
Nature | +5% |
Acid | +3% |
Mind | +9% |
All | 0% |
Offense: Damage Penetration
Temporal | +50% |
Mind | +45% |
Fire | +40% |
Cold | +45% |
All | +25% |
Defense: Base
Armour (hardiness) | 46 (63.594633868923%) |
Defense | 76 |
Ranged Defense | 76 |
Fatigue | 0 |
Physical Save | 22 |
Spell Save | 26 |
Mental Save | 26 |
Defense: Resistances
Acid | + 13%( 70%) |
Blight | + 29%( 70%) |
Cold | + 27%( 70%) |
All | + 7%( 70%) |
Lightning | + 15%( 70%) |
Light | + 17%( 70%) |
Temporal | + 13%( 70%) |
Mind | + 18%( 70%) |
Darkness | + 27%( 70%) |
Fire | + 17%( 70%) |
Nature | + 19%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Poison Resistance | 20% |
Knockback Resistance | 10% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 108 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 637% 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. |
Class Talents
Cunning / Poisons | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cunning / Called Shots | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Buckler Training | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Cunning / Scoundrel | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 0/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved Strength by +5. | done |
You failed to protect the repented thief from death by skeleton archer. Escort: repented thief (level 1 of Ruins of Kor'Pul) | failed |
You failed to protect the repented thief from death by cold drake. Escort: repented thief (level 2 of Daikara) | failed |
You failed to protect the worried loremaster from death by Stint. Escort: worried loremaster (level 1 of Old Forest) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
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 |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Duvychik the Chillblight (0 def, 7 armour) Duvychik the Chillblight (0 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +7 Changes stats: +5 Dex / +10 Lck / +1 Con Changes resistances: +6% cold Changes resistances penetration: +20% cold Changes damage: +3% darkness Stealth bonus: +7 Physical save: +9 (+5 eff.) Stamina each turn: +2.00 A pair of boots made of leather. |
Quiver | deadly pouch of stralite shots of grasping (18/20, 52-62 power, 5 apr) deadly pouch of stralite shots of grasping (18/20, 52-62 power, 5 apr)Requires: - Dexterity 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 51.5 - 61.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +5.5% Capacity: 20 On weapon hit: * 20% chance to create vines that bind the target to the ground dealing 132 nature damage and pinning them for 3 turns Shots are used with slings to pummel your foes to death. |
Light source | nightwalker's alchemist's lamp of the zealot nightwalker's alchemist's lamp of the zealotInfused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +7 (+3 eff.) Changes stats: +4 Wil Changes resistances: +3% all Critical mult.: +14.00% Spell save: +7 (+3 eff.) Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | rough leather cap 'Berohek' (0 def, 1 armour) rough leather cap 'Berohek' (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +1 Dex / +2 Con Changes resistances: +3% nature / +3% temporal / +11% light / +12% darkness Knockback immunity: +10% Maximum stamina: +20.00 Mindpower: +10 (+5 eff.) A cap made of leather. |
On hands | 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. |
Tool | quick stralite torque of gale force [power 185] (7/11 cooldown) quick stralite torque of gale force [power 185] (7/11 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 185 physical damage Activation puts all charms on cooldown for 11 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-4 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 35.66 You won the Ring of Blood trial, and this is your reward. |
On fingers | copper ring 'Elytira' copper ring 'Elytira'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Changes resistances: +9% mind / +3% temporal Changes resistances penetration: +5% mind / +25% temporal Rings make your fingers look great! |
Around neck | Cyruda the gold amulet Cyruda the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +20 (+5 eff.) Armour penetration: +4 Defense: +15 (+4 eff.) Changes stats: +3 Con Changes resistances: +11% fire / +15% cold Changes resistances penetration: +15% mind Amulets make your neck look great! |
In main hand | hardened leather sling 'Stokerain' hardened leather sling 'Stokerain'Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 Damage (radius 1) on hit: +20 fire When wielded/worn: Physical power: +7 (+3 eff.) Effects on ranged hit: * 20% chance to reduce armor by 18% Changes stats: +2 Cun / +2 Str Changes damage: +3% acid / +9% mind Hate when firing a critical mind attack: +1.00 Slings are used to hurl stones or metal shots at your foes. |
Around waist | Glorenn GlorennInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +2 Dex / +5 Mag Changes resistances: +6% acid Only die when reaching: -80.00 life Maximum life: +44.00 A belt that goes around your waist. |
In off hand | Chamagrim the Hailbreeze (0 def, 6 armour, 34-41 power, 86 block) Chamagrim the Hailbreeze (0 def, 6 armour, 34-41 power, 86 block)Requires: - Shield usage training - Cunning 24 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 34.5 - 41.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +86 On weapon hit: * 20 arcane resource burn On weapon crit: * Smash the target reducing mind, spell, and combat action speeds by 30% Damage (radius 1) on hit: +12 cold When wielded/worn: Physical crit. chance: +12.0% Physical power: +10 (+4 eff.) Armour: +6 Fatigue: +8% Changes resistances: +6% blight / +9% lightning Changes resistances penetration: +15% fire Talent granted: +1 Block Spell save: +3 (+1 eff.) Handheld deflection devices. |
Cloak | Brodyrak the linen cloak (1 def, 0 armour) Brodyrak the linen cloak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Damage when hit (Melee): 4 mind Changes stats: +1 Dex / +3 Wil / +3 Cun Changes resistances: +3% mind Critical mult.: +5.00% Equilibrium when hit: +0.04 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | radiant reinforced leather armour of command (17 def, 13 armour) radiant reinforced leather armour of command (17 def, 13 armour)Requires: - Strength 18 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +13 Defense: +17 (+4 eff.) Fatigue: +8% Changes stats: +3 Cun / +2 Wil Changes resistances: +18% blight / +10% darkness Mental save: +13 (+6 eff.) Light radius: +1 A suit of armour made of leather. |
Inventory
Rune of Dissipation ( ) Rune of Dissipation ( )Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level. teleportation rune (range 32; cd 19)teleportation rune (range 32; cd 19) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 32 with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Taint of Purging (5 turns) Taint of Purging (5 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / taint ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the taint to purge your body of physical afflictions for 5 turns. Each turn the purge will attempt to cleanse 1 physical debuff from you, and if one is removed, increase its duration by 1. It can be used to inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+4 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
This item will automatically be transmogrified when you leave the level. stralite amulet 'Cloudrace'stralite amulet 'Cloudrace' Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 4 lightning / 8 cold Changes stats: +2 Dex Changes resistances: +17% mind Changes damage: +21% lightning Reduces incoming crit damage: 15.00% Confusion immunity: +36% Infravision radius: +3 Amulets make your neck look great! |
vitalizing copper amulet vitalizing copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Con Physical save: +6 (+3 eff.) Life regen: +1.00 Maximum life: +35.00 Amulets make your neck look great! |
Olimas OlimasInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +15 (+4 eff.) Armour: +2 Defense: +5 (+2 eff.) Changes stats: +3 Str / +1 Wil Changes resistances: +22% acid Changes damage: +11% acid Psi when hit: +0.04 Rings make your fingers look great! |
wizard's steel ring of nature (+22%) wizard's steel ring of nature (+22%)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +22% nature Changes damage: +11% nature Spell save: +6 (+3 eff.) Rings make your fingers look great! |
Spellblaze Shard (20-26 power, 10 apr) Spellblaze Shard (20-26 power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +20 blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire Talent granted: +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
linen cloak 'Kindlesmash' (1 def, 0 armour) linen cloak 'Kindlesmash' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +4 Str / +3 Mag / +1 Con Changes resistances penetration: +10% light Maximum life: +34.00 Infravision radius: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
focusing silk robe of frost (+21%) (0 def, 0 armour) focusing silk robe of frost (+21%) (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +6 Mag / +5 Wil Changes resistances: +13% all / +21% cold Changes damage: +14% cold Mana each turn: +0.20 Psi each turn: +0.15 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. stormwoven silk robe of frost (+10%) (0 def, 0 armour)stormwoven silk robe of frost (+10%) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Mag / +5 Wil Changes resistances: +10% lightning / +24% cold / +13% all Changes damage: +8% lightning / +18% physical / +18% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
restorative pair of hardened leather boots of rushing (0 def, 3 armour) restorative pair of hardened leather boots of rushing (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +3 Str / +3 Con Life regen: +1.00 Healing mod.: +12% It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Chargesquall the rough leather cap (0 def, 1 armour) Chargesquall the rough leather cap (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 10% chance to reduce armor by 18% Changes resistances: +3% acid / +5% cold Changes resistances penetration: +20% acid Changes damage: +12% lightning / +3% darkness Allows you to breathe in: water A cap made of leather. |
clarifying linen wizard hat of arcana (1 def, 0 armour) clarifying linen wizard hat of arcana (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +4 Mag / +4 Wil / +3 Cun Mental save: +6 (+3 eff.) Spellpower: +4 (+1 eff.) A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. thaloren dwarven-steel helm of constitution (+4) (0 def, 4 armour)thaloren dwarven-steel helm of constitution (+4) (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +5 Con / +4 Wil Changes resistances: +7% blight Mental save: +8 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. radiant stralite mail armour of Eyal (4 def, 8 armour)radiant stralite mail armour of Eyal (4 def, 8 armour) Requires: - Heavy armour training - Strength 38 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +12% Changes stats: +3 Wil Changes resistances: +17% blight / +20% darkness Life regen: +4.00 Maximum life: +34.00 Light radius: +1 Healing mod.: +16% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. blazing quiver of elven-wood arrows of accuracy (24/24, 46-64 power, 14 apr)blazing quiver of elven-wood arrows of accuracy (24/24, 46-64 power, 14 apr) Requires: - Dexterity 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 46.0 - 64.4 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +26 Armour Penetration: +14 Crit. chance: +2.5% Capacity: 24 Damage (Ranged): +14 fire Damage (radius 2) on crit: +12 fire Arrows are used with bows to pierce your foes to death. |
11 agate 11 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. |
188 alchemist agate 188 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 onyx 3 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. |
11 aquamarine 11 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. |
3 lapis lazuli 3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 opal 8 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. |
6 topaz 6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 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. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
3 emerald 3 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. |
jade jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 spinel 5 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. |
Flamebringer the brass lantern Flamebringer the brass lanternInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Str / +5 Dex / +1 Mag / +1 Con Changes resistances penetration: +5% fire Mental save: +6 (+3 eff.) Light radius: +5 See stealth: +7 See invisible: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
high-capacity pouch of steel shots of wind (42/42, 23-28 power, 2 apr) high-capacity pouch of steel shots of wind (42/42, 23-28 power, 2 apr)Requires: - Dexterity 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 23.0 - 27.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +4.5% Capacity: 42 On weapon hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 124 physical damage Travel speed: +200% When wielded/worn: Ammo reloads per turn: +1 Shots are used with slings to pummel your foes to death. |
Huruchik the Hazewitch [power 2] (7/25 cooldown) Huruchik the Hazewitch [power 2] (7/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +2 Mag Changes resistances: +15% temporal Changes resistances penetration: +15% blight Changes damage: +6% cold Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +40.00 It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Gain a 21% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
soothing steel torque of mindblast [power 150] (7/15 cooldown) soothing steel torque of mindblast [power 150] (7/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to blast the opponent's mind dealing 164 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Heal for 43. Torques are made by powerful psionics to store psionic powers. |
8 amethyst 8 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. |
elm wand of shielding [power 116] (7/20 cooldown) elm wand of shielding [power 116] (7/20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
extending elm wand of clairvoyance [power 9] (7/15 cooldown) extending elm wand of clairvoyance [power 9] (7/15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to reveal the area around you, dispelling darkness (radius 9, power 54 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 2 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
This item will automatically be transmogrified when you leave the level. supercharged yew wand of clairvoyance [power 12] (7/19 cooldown)supercharged yew wand of clairvoyance [power 12] (7/19 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to reveal the area around you, dispelling darkness (radius 12, power 57 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 19 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
13 ametrine 13 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. |
6 citrine 6 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 Stint the Halfling Skirmisher level 17
4th Allure 123rd year of Ascendancy at 09:46 see stats
By Stint the Halfling Skirmisher level 19
15th Regrowth 123rd year of Ascendancy at 15:55 see stats
By Stint the Halfling Skirmisher level 26
67th Dusk 123rd year of Ascendancy at 17:20 see stats
By Stint the Halfling Skirmisher level 25
66th Dusk 123rd year of Ascendancy at 05:04 see stats
By Stint the Halfling Skirmisher level 10
11st Dusk 122nd year of Ascendancy at 02:12 see stats
By Stint the Halfling Skirmisher level 20
16th Regrowth 123rd year of Ascendancy at 19:41 see stats
By Stint the Halfling Skirmisher level 22
1st Time of Balance 123rd year of Ascendancy at 18:53 see stats
By Stint the Halfling Skirmisher level 24
17th Pyre 123rd year of Ascendancy at 04:11 see stats
By Stint the Halfling Skirmisher level 26
74th Dusk 123rd year of Ascendancy at 10:00 see stats
By Stint the Halfling Skirmisher level 12
38th Dusk 122nd year of Ascendancy at 19:46 see stats
By Stint the Halfling Skirmisher level 12
19th Dusk 122nd year of Ascendancy at 03:37 see stats
By Stint the Halfling Skirmisher level 15
59th Haze 122nd year of Ascendancy at 19:50 see stats
By Stint the Halfling Skirmisher level 26
67th Dusk 123rd year of Ascendancy at 14:56 see stats
By Stint the Halfling Skirmisher level 18
8th Regrowth 123rd year of Ascendancy at 20:46 see stats
By Stint the Halfling Skirmisher level 15
39th Haze 122nd year of Ascendancy at 14:40 see stats
Log
Stint resists the effect 'Silenced'!
Elven cultist hits Stint for (28 flat reduction), (29 reacted , -5 stam), 37 mind (37 total damage).
Stint speeds up.
Rotting Disease from Elven cultist hits Stint for (28 flat reduction), 7 blight (7 total damage).
Decrepitude Disease from Elven cultist hits Stint for (28 flat reduction), 18 blight (18 total damage).
Weakness Disease from Elven cultist hits Stint for (28 flat reduction), 3 blight (3 total damage).
Stint shoots!
Stint reacts to damage from Something, mitigating the blow!.
Stint's Shoot performs a ranged critical strike against Elven cultist!
Personal New Achievement: That was close (Nightmare (Roguelike) difficulty)!
Stint's Shoot hits Elven cultist for 114 physical damage.
Stint's Shoot hits Elven cultist for 65 physical, 15 fire (80 total damage).
Stint's Shoot hits Something for 18 fire damage.
Bloodcaller hits Stint for 1 healing, 3 healing (0 total damage) [4 healing].
Something hits Stint for (28 flat reduction), (52 reacted , -5 stam), 65 physical (65 total damage).
Stint's Shoot killed Elven cultist!
Stint is no longer evading attacks.
Rotting Disease from Elven cultist hits Stint for (28 flat reduction), 2 blight (2 total damage).
Decrepitude Disease from Elven cultist hits Stint for (28 flat reduction), 11 blight (11 total damage).
Weakness Disease from Elven cultist hits Stint for (28 flat reduction), 27 blight (27 total damage).
Stint uses Disengage.
Stint uses Disengage.
Stint is moving at extreme speed!
Elven blood mage casts Blood Spray.
Elven blood mage's spell attains critical power!
Stint reacts to damage from Elven blood mage, mitigating the blow!.
Elven blood mage hits Stint for (28 flat reduction), (33 reacted , -5 stam), 42 blight (42 total damage).
Stint the level 26 halfling skirmisher was diseased to death by an elven blood mage on level 1 of Dark crypt.