
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Thalore |
| Class | Wyrmic |
| Level / Exp | 19 / 1% |
| Size | medium |
| Lifes / Deaths | Killed by Assassin Lord at level 19 on the 4th Decay 122nd year of Ascendancy at 21:02 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 44 (base 36) |
| Dexterity | 36 (base 31) |
| Constitution | 16 (base 11) |
| Magic | 9 (base 10) |
| Willpower | 36 (base 31) |
| Cunning | 19 (base 10) |
Resources
| Life | -31/599 |
| Stamina | 274/274 |
| Equilibrium | 14 |
| Healing Factor | 1.1545771506545 |
| Regeneration | 4.0149746301053 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +22.60995032651% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 5 |
| See Stealth | 20.783939787388 |
| See Invisible | 20.783939787388 |
Offense: Mainhand
| Damage | 88 |
| Accuracy | 51 |
| Crit Chance | 20% |
| APR | 10 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 4.5 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +12% |
| Arcane | +12% |
| Mind | +24% |
| All | 0% |
| Darkness | +10% |
| Light | +10% |
| Temporal | +3% |
| Physical | +24% |
| Fire | +3% |
| Cold | +4% |
Offense: Damage Penetration
| Mind | +10% |
| Physical | +10% |
Defense: Base
| Armour (hardiness) | 13 (63.914983985962%) |
| Defense | 50 |
| Ranged Defense | 50 |
| Fatigue | 0 |
| Physical Save | 24 |
| Spell Save | 22 |
| Mental Save | 40 |
Defense: Resistances
| Acid | + 20%( 70%) |
| Blight | + 17%( 70%) |
| Physical | + 42%( 70%) |
| Cold | + 32%( 70%) |
| All | + 14%( 70%) |
| Lightning | + 27%( 70%) |
| Light | + 43%( 70%) |
| Temporal | + 20%( 70%) |
| Darkness | + 20%( 70%) |
| Fire | + 17%( 70%) |
| Mind | + 26%( 70%) |
Defense: Immunities
| Stun Resistance | 42% |
| Disarm Resistance | 54% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 20% |
Inscriptions (3/3)
| 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 120 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Two-handed assault | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fungus | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 2/5 |
| 3/5 |
| 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 |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | 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. | active |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You must explore the Heart of the Gloom. | 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. You have been shown a secret entrance to his stronghold. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 within1 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | active |
Equipment
| On feet | Flasharc the pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Armour: +3 Fatigue: +2% Damage when hit (Melee): 2 light Changes stats: +1 Str / +1 Dex Changes resistances penetration: +10% physical Stamina each turn: +0.40 Maximum stamina: +10.00 Light radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | 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.(91 power, based on Willpower) Activation costs 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Belarivea the dwarven-steel helm (6 def, 4 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +4 Defense: +6 (+2 eff.) Fatigue: +4% Effects when hit in melee: * 13% chance to gain 10% of a turn (3/turn limit) Changes stats: +2 Cun Changes resistances: +1% physical / +6% temporal Changes damage: +12% physical Spell save: +9 (+4 eff.) Mental save: +6 (+2 eff.) Maximum stamina: +20.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Xeretta (dig speed 15 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Changes stats: +2 Str Changes resistances: +7% physical Changes resistances penetration: +10% mind Changes damage: +12% blight / +12% arcane / +24% mind When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+4 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 43 power out of 50/50) : Effective talent level: 2.0 Power cost: 43 out of 50/50. Range: 7 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 155% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
| On fingers | copper ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +7 Defense: +8 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around waist | rough leather belt 'Infernorace'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +3% fire / +6% darkness / +9% cold Changes damage: +3% fire Maximum life: +33.00 A belt that goes around your waist. |
| In main hand | balanced stralite greatsword of persecution (158% power, 3 apr)Requires: - Strength 35 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 158% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Damage against: +13% Unnatural When wielded/worn: Accuracy: +10 (+3 eff.) Defense: +10 (+3 eff.) Changes stats: +3 Wil Disarm immunity: +32% Massive two-handed swords. |
| On hands | hardened leather gloves 'Gorihell' (0 def, 2 armour)Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Physical power: +10 (+3 eff.) Armour: +2 Damage (Melee): 7 cold Changes stats: +3 Str / +1 Dex / +1 Mag / +1 Cun / +4 Con Changes resistances: +7% cold Changes damage: +3% temporal / +4% cold Physical save: +5 (+2 eff.) Mental save: +5 (+1 eff.) Disarm immunity: +22% 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. |
| Main armor | mindwoven woollen robe of the mountain (+12%) (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +9% all / +12% physical Changes damage: +12% physical Mental save: +17 (+5 eff.) Mindpower: +3 (+2 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Armigarig the Glacierking (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +3% lightning / +3% cold / +3% mind Stun/Freeze immunity: +20% Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Isowyn the GlimmerquenchInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 6 light Changes stats: +1 Wil Changes resistances: +10% lightning / +7% physical / +10% mind / +3% light Reduces incoming crit damage: 5.00% Confusion immunity: +20% Stun/Freeze immunity: +22% Stamina each turn: +0.30 Light radius: +2 Amulets make your neck look great! |
Inventory
movement infusion of the sneak (speed 472%; cd 11)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: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 472% 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 Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Tempestburst the voratun amuletInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 4 lightning Changes stats: +5 Cun Changes resistances: +14% mind / +12% lightning Changes resistances penetration: +10% lightning Changes damage: +3% lightning / +6% cold Blindness immunity: +28% Confusion immunity: +28% Infravision radius: +5 Sight radius: +2 See invisible: +10 Amulets make your neck look great! |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+3 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
wanderer's steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +5 Dex / +3 Cun / +5 Con Life regen: +1.00 Stamina each turn: +0.50 Movement speed: +10% Amulets make your neck look great! |
Belohor the Cindersever (105% power, 1 apr)Requires: - Strength 11 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Power: 105% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +12 fire Damage (radius 1) on hit: +4 light When wielded/worn: Changes resistances: +12% acid / +10% cold / +12% lightning / +12% fire / +3% mind / +3% all Spell save: +9 (+4 eff.) Massive two-handed battleaxes. |
dwarven-steel battleaxe 'Flashvagrant' (135% power, 2 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 135% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% When wielded/worn: Accuracy: +10 (+3 eff.) Defense: +12 (+4 eff.) Changes damage: +3% lightning Critical mult.: +10.00% Disarm immunity: +39% Psi when hit: +0.04 Maximum psi: +10.00 Mental crit. chance: +4% Massive two-handed battleaxes. |
Swordbreaker (129% power, 20 apr)Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 129% Range: 1.3x Uses stats: 50% Cun, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+5 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+7 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
creative vined mindstar of resolve (87% power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 87% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Cun / +2 Wil Talent granted: +1 Attune Mindstar Critical mult.: +7.00% Spell save: +4 (+2 eff.) Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.surging yew magestaff of might (120% power, 4 apr, cold element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 120% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% cold Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +5 Spellpower: +9 (+4 eff.) Spell crit. chance: +13% Staves designed for wielders of magic, by the greats of the art. |
CoalgleanInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 2 light Changes resistances: +7% lightning / +6% temporal Changes resistances penetration: +15% darkness Changes damage: +9% darkness Life regen: +4.00 A belt that goes around your waist. |
Cracklewill the hardened leather beltPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +10 (+3 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 5 Damage when hit (Melee): 4 blight Changes resistances: +15% lightning / +9% light / +8% darkness Changes resistances penetration: +5% blight Changes damage: +3% lightning Critical mult.: +9.00% Spell save: +5 (+2 eff.) Size category: +1 A belt that goes around your waist. |
Glitta the KindlespikerInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +3% cold / +3% light / +3% darkness Changes resistances penetration: +15% light Maximum life: +30.00 Light radius: +1 A belt that goes around your waist. |
Shadethorn 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.) Damage when hit (Melee): 2 light / 4 darkness Changes stats: +1 Str / +2 Con Changes resistances: +9% lightning / +6% temporal / +3% darkness Life regen: +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.timebroken cashmere robe of protection (3 def, 3 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Armour: +3 Defense: +3 (+1 eff.) Changes stats: +3 Mag / +3 Wil Changes resistances: +11% all Changes damage: +8% arcane / +14% temporal Physical save: +18 (+9 eff.) Maximum mana: +16.00 Spellpower: +4 (+2 eff.) Spell crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Branudosta (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Changes resistances: +6% lightning / +6% temporal Changes damage: +3% mind Physical save: +3 (+1 eff.) Disarm immunity: +20% Only die when reaching: -20.00 life Mindpower: +15 (+8 eff.) A pair of boots made of leather. |
Lelavon the Shiverroar (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Damage when hit (Melee): 2 mind Changes stats: +2 Str / +2 Cun / +3 Con Changes resistances: +12% cold Changes damage: +6% mind Hate when firing a critical mind attack: +2.00 Mindpower: +5 (+3 eff.) Light radius: +1 It can be used to activate talent Rush, placing all other charms into a 22 cooldown : Effective talent level: 3.9 Power cost: 22 out of 25/25. Range: 9 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
drakeskin leather gloves 'Unretir' (0 def, 3 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Physical power: +19 (+6 eff.) Armour: +3 Damage (Melee): 8 blight Changes stats: +4 Str Changes resistances: +6% blight / +9% temporal / +5% arcane Changes resistances penetration: +5% arcane / +15% temporal Changes damage: +9% blight Life regen: +9.00 Stamina each turn: +0.70 Maximum stamina: +21.00 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. |
iron gauntlets 'Blindflash' (0 def, 1 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +4 Cun Changes resistances penetration: +10% darkness / +10% light Mental save: +9 (+3 eff.) Life regen: +2.00 Stamina each turn: +0.70 Equilibrium when hit: +0.12 Maximum stamina: +12.00 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. |
scouring dwarven-steel gauntlets of butchering (0 def, 2 armour)Requires: - Heavy armour training Infused by arcane disrupting forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +8 Physical power: +6 (+2 eff.) Armour: +2 Fatigue: +3% Effects when hit in melee: * 17 arcane resource burn Changes resistances: +7% blight Spell save: +16 (+8 eff.) 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. |
Aryda the Galeire (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 10% chance to reduce armor by 9% Changes stats: +3 Dex Changes resistances: +9% acid / +3% lightning Changes resistances penetration: +10% lightning / +20% acid A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Glorydawen the Dazzlehunter (0 def, 3 armour)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: +2 Wil / +2 Cun / +3 Con Changes resistances penetration: +5% light Equilibrium when hit: +0.08 Mental crit. chance: +3% Light radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Magmaknave the iron helm (0 def, 3 armour)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: +1 Wil / +2 Con Changes resistances: +9% lightning / +6% temporal Changes resistances penetration: +5% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Shadekarma (0 def, 3 armour)Requires: - Heavy armour training Infused by arcane disrupting forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +6% lightning / +2% physical / +6% blight / +6% nature / +6% mind Changes resistances penetration: +5% darkness Disarm immunity: +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Unlightrebel (1 def, 0 armour)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: +6% darkness Changes resistances penetration: +10% blight Changes damage: +6% blight Physical save: +6 (+3 eff.) Maximum vim: +20.00 A pointy cloth hat, very wizardly... |
Xoriatha (21 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +10 (+3 eff.) Defense: +21 (+7 eff.) Changes stats: +1 Dex / +1 Wil / +1 Con Changes resistances: +16% lightning Changes damage: +11% lightning Physical save: +12 (+6 eff.) A pointy cloth hat, very wizardly... |
Dazzlewend the iron mail armour (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% Changes stats: +3 Dex / +1 Mag Changes resistances: +16% acid Changes resistances penetration: +5% light Light radius: +2 A suit of armour made of mail. |
Arera (6 def, 4 armour)Requires: - Strength 14 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Changes resistances: +32% lightning / +11% nature / +11% blight Changes damage: +3% physical Critical mult.: +5.00% Maximum stamina: +30.00 A suit of armour made of leather. |
hardened leather armour 'Turovor' (9 def, 6 armour)Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+3 eff.) Fatigue: +8% Changes stats: +8 Str / +2 Mag / +3 Cun / +2 Con Life regen: +6.60 Maximum life: +49.00 Healing mod.: +12% A suit of armour made of leather. |
6 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. |
129 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. |
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. |
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. |
Gloomstar the iron pickaxe (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 2 darkness Changes stats: +3 Str Changes resistances: +3% acid / +6% temporal Changes resistances penetration: +10% temporal When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
sapper's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Cun / +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 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. |
StrikebileInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 2 light Changes resistances penetration: +20% darkness / +20% lightning Changes damage: +3% light Maximum life: +41.00 Light radius: +4 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 OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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 (2/2)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 172 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) 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. |
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 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. |
Achievements
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By >>InsaneCleaver
71st Haze 122nd year of Ascendancy at 10:13 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By >>InsaneCleaver
24th Haze 122nd year of Ascendancy at 20:06 see stats
I'm a cool hero (Insane (Roguelike) difficulty)
Saved Derth without a single inhabitant dying.By >>InsaneCleaver
75th Haze 122nd year of Ascendancy at 15:03 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By >>InsaneCleaver
32nd Haze 122nd year of Ascendancy at 15:51 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By >>InsaneCleaver
71st Haze 122nd year of Ascendancy at 09:06 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By >>InsaneCleaver
19th Haze 122nd year of Ascendancy at 16:22 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By >>InsaneCleaver
16th Haze 122nd year of Ascendancy at 23:47 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By >>InsaneCleaver
45th Haze 122nd year of Ascendancy at 07:06 see stats
Log
Assassin Lord misses >>InsaneCleaverInsaneCleaver>InsaneCleaverInsaneCleaverInsaneCleaver>InsaneCleaverInsaneCleaver>InsaneCleaver>InsaneCleaver>InsaneCleaverInsaneCleaverInsaneCleaver>InsaneCleaver>InsaneCleaverInsaneCleaver>InsaneCleaver>InsaneCleaverInsaneCleaverInsaneCleaverInsaneCleaver





































































































