Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Skeleton |
Class | Sun Paladin |
Level / Exp | 12 / 87% |
Size | medium |
Lifes / Deaths | Killed by Glebrewe the bandit at level 12 on the 41st Dusk 122nd year of Ascendancy at 07:01 / 1 |
Primary Stats
Strength | 39 (base 26) |
Dexterity | 22 (base 11) |
Constitution | 21 (base 19) |
Magic | 31 (base 29) |
Willpower | 11 (base 10) |
Cunning | 13 (base 10) |
Resources
Life | -7/470 |
Positive | 43/83 |
Stamina | 112/136 |
Healing Factor | 1.094804467222 |
Regeneration | 3.5581145184716 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 2 |
See Stealth | 7 |
See Invisible | 8 |
Offense: Mainhand
Damage | 55 |
Accuracy | 31 |
Crit Chance | 5% |
APR | 3 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 28 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 17 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Nature | +3% |
Mind | +6% |
Light | +9% |
All | 0% |
Offense: Damage Penetration
Mind | +10% |
Lightning | +10% |
Defense: Base
Armour (hardiness) | 41.551211628464 (73.607947236566%) |
Defense | 8 |
Ranged Defense | 8 |
Fatigue | 26 |
Physical Save | 23 |
Spell Save | 20 |
Mental Save | 26 |
Defense: Resistances
Acid | + 12%( 70%) |
Blight | + 6%( 70%) |
Physical | + 6%( 70%) |
Cold | + 15%( 70%) |
All | 0%( 70%) |
Lightning | + 17%( 70%) |
Light | + 26%( 70%) |
Temporal | + 9%( 70%) |
Darkness | + 9%( 70%) |
Fire | + 23%( 70%) |
Mind | + 10%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Pinning Resistance | 10% |
Bleed Resistance | 100% |
Confusion Resistance | 41% |
Fear Resistance | 100% |
Knockback Resistance | 40% |
Poison Resistance | 100% |
Blind Resistance | 45% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 169 damage for 4 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 47 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Sun | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Radiance | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have 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 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 must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' * '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.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' Ungrol of Last Hope needs your help making an elixir of brawn. 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 ritch stinger. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' | 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 within3 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
On feet | Brodakalthodar the Snowmarrow (0 def, 3 armour) Brodakalthodar the Snowmarrow (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Changes resistances: +9% lightning / +9% cold Reduces incoming crit damage: 15.00% Physical save: +3 (+2 eff.) Pinning immunity: +10% Maximum life: +40.00 Infravision radius: +1 A pair of boots made of leather. |
Light source | brass lantern 'Stormpierce' brass lantern 'Stormpierce'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +6% blight / +9% temporal / +3% darkness / +3% lightning Changes resistances penetration: +5% lightning Changes damage: +9% light Mental save: +7 (+3 eff.) Light radius: +3 See stealth: +7 See invisible: +8 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Venomsaw (0 def, 5 armour) Venomsaw (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +3 Str Changes damage: +3% nature Reduces incoming crit damage: 15.00% Physical save: +3 (+2 eff.) Spell save: +6 (+3 eff.) Blindness immunity: +20% 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 86.7 Physical damage. If the attack hits, the target is confused (31% 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | heroic iron gauntlets of the starseeker (0 def, 4 armour) heroic iron gauntlets of the starseeker (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +4 Fatigue: +1% Changes stats: +2 Cun / +2 Mag Changes resistances: +6% light / +6% darkness Mental save: +5 (+2 eff.) Maximum life: +40.00 Infravision radius: +1 When used to modify unarmed attacks: Base power: 13.5 - 18.9 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +4 Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Battle Shout (10% chance level 1). Damage (radius 2) on crit: +11 light / +10 darkness It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 43.23 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Sparkminister [power 122] (20 cooldown) Sparkminister [power 122] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes stats: +1 Cun Changes resistances penetration: +5% lightning / +10% mind Critical mult.: +10.00% Mental save: +6 (+3 eff.) Mental crit. chance: +2% It can be used to create a shield absorbing up to 122 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | Charlady CharladyInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 6 fire Changes resistances: +3% light / +6% acid Mental save: +6 (+3 eff.) Confusion immunity: +21% Rings make your fingers look great! |
Around neck | clarifying steel amulet of constitution (+2) clarifying steel amulet of constitution (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Con Changes resistances: +10% mind Confusion immunity: +20% Amulets make your neck look great! |
In main hand | Emima the steel waraxe (22-31 power, 3 apr) Emima the steel waraxe (22-31 power, 3 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Base power: 22.0 - 30.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Curse of Vulnerability (20% chance level 2). On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 47 damage When wielded/worn: Changes stats: +1 Wil Changes damage: +6% mind Maximum psi: +20.00 One-handed war axes. |
Around waist | Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | flaming steel shield of fire resistance (+17%) (0 def, 4 armour, 15-18 power, 40.5 block) flaming steel shield of fire resistance (+17%) (0 def, 4 armour, 15-18 power, 40.5 block)Requires: - Shield usage training - Strength 16 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 15.0 - 18.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +40 Damage (radius 1) on hit: +12 fire When wielded/worn: Armour: +4 Fatigue: +8% Damage (Melee): 6 fire Damage when hit (Melee): 5 fire Changes resistances: +17% fire Talent granted: +1 Block Handheld deflection devices. |
Cloak | Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+4 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Main armor | hardened iron plate armour (0 def, 13 armour) hardened iron plate armour (0 def, 13 armour)Requires: - Massive armour training - Strength 22 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +13 Fatigue: +22% Changes resistances: +6% acid / +6% physical / +6% cold / +5% lightning / +6% fire A suit of armour made of metal plates. |
Inventory
This item will automatically be transmogrified when you leave the level. healing infusion (heal 40; cd 12)healing infusion (heal 40; cd 12) 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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 40 then cleanse 1 wound, poison, and disease effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Withering Orbs 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 (+4 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... |
copper amulet of dexterity (+2) copper amulet of dexterity (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Dex Amulets make your neck look great! |
restful steel amulet of magic (+2) restful steel amulet of magic (+2)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +2 Mag Life regen: +1.00 Amulets make your neck look great! |
steel ring steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings make your fingers look great! |
steel ring steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings make your fingers look great! |
acidic stralite battleaxe of vileness (45-68 power, 3 apr) acidic stralite battleaxe of vileness (45-68 power, 3 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 45.0 - 67.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * 7% chance to reduce strength, dexterity, and constitution by 16 On weapon crit: * Splash the target with acid dealing 78 damage over 5 turns and reducing armor and accuracy by 10 Damage (Melee): +12 blight Massive two-handed battleaxes. |
Govea the steel greatsword (34-54 power, 2 apr) Govea the steel greatsword (34-54 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 33.5 - 53.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (Melee): +13 cold When wielded/worn: Armour: +4 Changes stats: +2 Cun / +1 Wil Changes resistances: +6% cold Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. iron dagger 'Unruhad' (10-13 power, 5 apr)iron dagger 'Unruhad' (10-13 power, 5 apr) Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 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% On weapon crit: * Wound the target dealing 178 physical damage across 5 turns and reducing healing by 50% Damage (radius 2) on crit: +16 acid When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 (+2 eff.) Changes stats: +1 Wil Changes damage: +9% acid Maximum vim: +20.00 Spellpower: +15 (+7 eff.) Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. quiver of elm arrows (18/18, 14-20 power, 5 apr)quiver of elm arrows (18/18, 14-20 power, 5 apr) Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 14.0 - 19.6 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +1.0% Capacity: 18 Arrows are used with bows to pierce your foes to death. |
icy steel shield of cold resistance (+15%) (0 def, 4 armour, 18-22 power, 38 block) icy steel shield of cold resistance (+15%) (0 def, 4 armour, 18-22 power, 38 block)Requires: - Shield usage training - Strength 16 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 18.5 - 22.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +38 When wielded/worn: Armour: +4 Fatigue: +8% Damage (Melee): 13 cold Damage when hit (Melee): 6 ice Changes resistances: +15% cold Talent granted: +1 Block Handheld deflection devices. |
impenetrable steel mail armour of cold resistance (2 def, 11 armour) impenetrable steel mail armour of cold resistance (2 def, 11 armour)Requires: - Heavy armour training - Strength 20 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +11 Defense: +2 (+2 eff.) Fatigue: +12% Changes resistances: +18% cold A suit of armour made of mail. |
Tarrotolach the iron plate armour (0 def, 9 armour) Tarrotolach the iron plate armour (0 def, 9 armour)Requires: - Massive armour training - Strength 22 Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +9 Fatigue: +22% Changes resistances: +6% blight / +6% cold / +6% mind Spell save: +3 (+1 eff.) Mental save: +11 (+5 eff.) A suit of armour made of metal plates. |
radiant steel plate armour of clarity (0 def, 9 armour) radiant steel plate armour of clarity (0 def, 9 armour)Requires: - Massive armour training - Strength 28 Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Changes stats: +3 Wil Changes resistances: +10% blight / +11% darkness / +6% mind Mental save: +12 (+6 eff.) Light radius: +1 A suit of armour made of metal plates. |
Betadhegabeth the Treefear (1 def, 6 armour) Betadhegabeth the Treefear (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+1 eff.) Effects on melee hit: * 10% chance to slow global speed by 37% Damage when hit (Melee): 10 cold Changes resistances: +3% darkness / +3% blight / +12% cold / +5% arcane / +3% nature A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
radiant iron gauntlets of dexterity (+3) (0 def, 1 armour) radiant iron gauntlets of dexterity (+3) (0 def, 1 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+6 eff.) Armour: +1 Fatigue: +1% Damage (Melee): 6 light Changes stats: +3 Dex Changes resistances: +6% light Changes damage: +3% light When used to modify unarmed attacks: Base power: 9.0 - 12.6 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +6 Armour Penetration: +3 Crit. chance: +6.0% Attack speed: 83% When this weapon hits: Searing Light (20% chance level 1). Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. linen wizard hat 'Camulachik' (1 def, 0 armour)linen wizard hat 'Camulachik' (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Str / +5 Dex / +3 Mag / +1 Cun / +2 Con Changes resistances penetration: +5% arcane Reduces incoming crit damage: 5.00% Spell save: +5 (+2 eff.) A pointy cloth hat, very wizardly... |
Glitterthorn (0 def, 1 armour) Glitterthorn (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 4 light Changes stats: +2 Dex / +1 Wil Changes damage: +15% light Mental crit. chance: +2% A cap made of leather. |
Lisewen (1 def, 0 armour) Lisewen (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 10% chance to reduce armor by 26% Changes stats: +2 Cun Changes resistances: +15% cold Changes resistances penetration: +20% mind Changes damage: +10% cold A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. Huramnir the Scorchvortex (0 def, 3 armour)Huramnir the Scorchvortex (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 resistances: +1% physical / +18% fire / +5% arcane / +6% cold Reduces incoming crit damage: 5.00% Knockback immunity: +20% Maximum life: +20.00 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. Uluvor the Kindlehunt (0 def, 5 armour)Uluvor the Kindlehunt (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 8 mind Changes resistances: +3% light Mental save: +6 (+3 eff.) Hate when firing a critical mind attack: +4.00 Maximum psi: +10.00 Mindpower: +5 (+4 eff.) Infravision radius: +2 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. agateagate 0.00 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. |
This item will automatically be transmogrified when you leave the level. citrinecitrine 0.00 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. |
Blindobeisance BlindobeisanceInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Dex / +6 Wil / +3 Cun Changes resistances: +6% light Changes damage: +7% mind Light radius: +3 Infravision radius: +2 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. |
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. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+5 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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. |
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. |
Arata the Pyrewarden [power 105] (15 cooldown) Arata the Pyrewarden [power 105] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Damage when hit (Melee): 2 fire Changes stats: +1 Mag Changes resistances: +3% mind / +9% fire It can be used to project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 105 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Heal for 30. Torques are made by powerful psionics to store psionic powers. |
Islogassra the elm wand of lightning storm [power 110] (15 cooldown) Islogassra the elm wand of lightning storm [power 110] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Defense: +5 (+5 eff.) Changes resistances: +3% lightning Cut immunity: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 22 lightning damage and will be dazed for 1 turn (110 total damage) Activation puts all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Islarin the Skeleton Sun Paladin level 10
2nd Summertide 122nd year of Ascendancy at 11:38 see stats
By Islarin the Skeleton Sun Paladin level 10
2nd Summertide 122nd year of Ascendancy at 11:37 see stats
By Islarin the Skeleton Sun Paladin level 5
3rd Mirth 122nd year of Ascendancy at 01:03 see stats
By Islarin the Skeleton Sun Paladin level 5
1st Mirth 122nd year of Ascendancy at 18:57 see stats
Log
Islarin hits Thief for 0 physical, 0 temporal, 0 physical, 0 fire (1 total damage).
Islarin hits Glebrewe the bandit for 2 physical, 2 darkness, 1 blight, 1 physical, 1 darkness, 0 blight, 0 fire (8 total damage).
Melee retaliation hits Thief for 4 fire, 4 light, 4 fire, 4 light (17 total damage).
Melee retaliation hits Glebrewe the bandit for 11 fire, 8 light, 5 fire, 4 light (28 total damage).
Thief hits Islarin for 3 physical, 5 temporal, 2 physical, 5 fire (15 total damage).
Glebrewe the bandit hits Islarin for 24 physical, 21 darkness, 12 blight, 27 physical, 21 darkness, 12 blight, 3 fire (118 total damage).
Ruin hits Glebrewe the bandit for 4 healing, 4 healing (0 total damage) [9 healing].
Melee retaliation killed Thief!
Islarin HEALS from light damage!
Melee retaliation hits Cutpurse for 5 fire, 4 light, 5 fire, 4 light (17 total damage).
Cutpurse hits Islarin for 4 physical, 4 light, 2 physical (10 total damage).
Islarin is no longer pinned.
Glebrewe the bandit damages himself through Martyrdom!
Islarin hits Glebrewe the bandit for 1 fire damage.
Burning from Glebrewe the bandit hits Islarin for 13 fire damage.
Islarin uses Shield Pummel.
Islarin performs a melee critical strike against Glebrewe the bandit!
Glebrewe the bandit is stunned!
Islarin hits Glebrewe the bandit for 16 physical, 10 light, 3 fire, 6 fire, (16 parried), 5 physical, 10 light, 3 fire, 6 fire (60 total damage).
Weapon of Wrath hits Glebrewe the bandit for 48 fire damage.
Glebrewe the bandit damages himself through Martyrdom!
Glebrewe the bandit receives 33 healing from Blood Splash.
Islarin hits Glebrewe the bandit for 0 physical, 0 darkness, 0 blight, 0 fire, 0 physical, 0 darkness (2 total damage).
Melee retaliation hits Glebrewe the bandit for 5 fire, 4 light, 5 fire, 4 light (16 total damage).
Melee retaliation hits King cobra for 5 fire, 4 light (9 total damage).
King cobra hits Islarin for 2 physical damage.
Glebrewe the bandit hits Islarin for 10 physical, 9 darkness, 5 blight, 1 fire, 7 physical, 9 darkness (40 total damage).
Glebrewe the bandit receives 2 healing from Ruin.
Islarin the level 12 skeleton sun paladin was swallowed by the void to death by Glebrewe the bandit on level 1 of Ruins of Kor'Pul.