Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.6 |
| Addons | Items Vault 1.3.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Shalore |
| Class | Sun Paladin |
| Level / Exp | 24 / 6% |
| Size | medium |
| Lifes / Deaths | Killed by Mayulaith the greater telugoroth at level 24 on the 32nd Haze 122nd year of Ascendancy at 09:35 / 1 |
Primary Stats
| Strength | 23 (base 24) |
| Dexterity | 20 (base 13) |
| Constitution | 31 (base 33) |
| Magic | 54 (base 54) |
| Willpower | 17 (base 10) |
| Cunning | 13 (base 10) |
Resources
| Life | -57/672 |
| Mana | 251/273 |
| Stamina | 192/192 |
| Positive | 0/69 |
| Healing Factor | 1.63 |
| Regeneration | 7.4854065874143 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 6 |
| Lite | 9 |
| Infravision | 1 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 62 |
| Accuracy | 49 |
| Crit Chance | 18% |
| APR | 18 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 44 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 19 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 34.55 (82.5%) |
| Defense | 24 |
| Ranged Defense | 28 |
| Fatigue | 26 |
| Physical Save | 37 |
| Spell Save | 46 |
| Mental Save | 11 |
Defense: Resistances
| All | + 20%( 70%) |
Defense: Immunities
| Disarm Resistance | 29% |
| Teleport Resistance | 0% |
| Stun Resistance | 15% |
| Pinning Resistance | 25% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 29% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 61 with a minimum range of 15. Its effects scale with your Willpower stat. |
| 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 239 damage for 4 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 13% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Biting GaleUse 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 direct a cone of chilling stormwind doing 59.40 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 30. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Combat veteran | 1.10 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Celestial / Guardian | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Celestial / Sun | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Shield offense | 1.10 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Light | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Weapon of Wrath |
| talent | Weapon of Light |
| talent | Chant of Fortitude |
| talent | Secrets of the Eternals |
| talent | Shield of Light |
| detrimental effect | The target has been tethered to the location and has a 0% chance of being teleported back, creating an explosion for 47.18 physical and 47.18 temporal warp damage at both ends of the teleport. Spatial Tether |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
| detrimental effect | The target's vision range is decreased by 4. Reduced Vision |
| detrimental effect | Reduces your three highest stats by 5. Regression |
| detrimental effect | Zone-wide effect: You seem to be outside the normal spacetime continuum. +10% physical resistance, -10% temporal resistance and -20% teleport resistance. Out of Time Zone |
| beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+10). Continuum Destabilization |
| detrimental effect | The target is silenced, preventing it from casting spells and using some vocal talents. Silenced |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The target is blinded, unable to see anything. Blinded |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved Dexterity by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * 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. | active |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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. | 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: * You've found the needed naga tongue. * You've found the needed minotaur nose. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Marus of Elvala needs your help making an elixir of mysticism. 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 hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed giant spider spinneret. * You've found the needed wretchling eyeball. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed sandworm tooth. * You've found the needed honey tree root. | 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 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. | done |
Equipment
| On feet | Ivirenne the Cleansemortal (0 def, 3 armour) =eq= Ivirenne the Cleansemortal (0 def, 3 armour) =eq=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +3 Armour: +3 Fatigue: +3% Changes stats: +3 Str / +3 Con Changes resistances: +6% nature Changes damage: +3% physical Life regen: +0.20 Maximum stamina: +5.00 It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.3 Power cost: 25 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and 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. |
| Light source | Morningparry the alchemist's lamp =eq= Morningparry the alchemist's lamp =eq=Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 4 acid Changes resistances penetration: +10% light Changes damage: +3% light Physical save: +7 (+3 eff.) Light radius: +5 Healing mod.: +17% A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Polariakira (6 def, 9 armour) =eq= Polariakira (6 def, 9 armour) =eq=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +9 Defense: +6 (+3 eff.) Fatigue: +3% Changes stats: +1 Cun Changes resistances: +1% physical / +5% arcane / +5% all Critical mult.: +5.00% Physical save: +7 (+3 eff.) A cap made of leather. |
| On hands | radiant iron gauntlets of magic (+3) (0 def, 1 armour) =eq= radiant iron gauntlets of magic (+3) (0 def, 1 armour) =eq=Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 light Changes stats: +3 Mag Changes resistances: +5% light Changes damage: +3% light / +4% arcane Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Prox's Lucky Halfling Foot =eq= Prox's Lucky Halfling Foot =eq=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn (cooling down: 2 turns) 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. |
| On fingers | Anabar =eq= Anabar =eq=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+3 eff.) Changes stats: +4 Dex / +1 Wil / +1 Cun Reduces incoming crit damage: 15.00% Rings can have magical properties. |
| On fingers | stralite ring 'Porithra' =eq= stralite ring 'Porithra' =eq=Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +4 (+2 eff.) Armour penetration: +3 Changes resistances: +32% fire Changes damage: +16% fire / +9% physical Disarm immunity: +29% Pinning immunity: +25% Knockback immunity: +29% Life regen: +1.00 Maximum life: +76.00 Mindpower: +2 (+1 eff.) Healing mod.: +16% Rings can have magical properties. |
| Around neck | Mirror Shards =eq= Mirror Shards =eq=Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 258 strength, based on Magic) for 5 turns, costing 24 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
| In main hand | magewarrior's short elven-wood starstaff (25-30 power, 5 apr, light element) =eq= magewarrior's short elven-wood starstaff (25-30 power, 5 apr, light element) =eq=Requires: - Magic 35 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +5 (+2 eff.) Physical crit. chance: +5.0% Physical power: +8 (+2 eff.) Changes damage: +25% light Talent granted: +1 Command Staff Critical mult.: +8.00% Spellpower: +18 (+6 eff.) Spell crit. chance: +6% Staves designed for wielders of magic, by the greats of the art. |
| Around waist | Girdle of the Calm Waters =eq= Girdle of the Calm Waters =eq=Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | Durodosazor (6 def, 2 armour, 15.5-18.6 power, 37 block) =eq= Durodosazor (6 def, 2 armour, 15.5-18.6 power, 37 block) =eq=Requires: - Strength 16 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 15.5 - 18.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +37 Damage (Melee): +8 mind When wielded/worn: Armour: +2 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +8% Effects on melee hit: * Slows global speed by 15% Changes resistances: +15% acid / +32% fire Talent granted: +2 Block Handheld deflection devices. |
| Cloak | cashmere cloak 'Polyda' (4 def, 0 armour) =eq= cashmere cloak 'Polyda' (4 def, 0 armour) =eq=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +3 (+1 eff.) Defense: +4 (+2 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: -4% Changes resistances: +3% light / +6% lightning Stun/Freeze immunity: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | dwarven-steel mail armour 'Airslice' (3 def, 8 armour) =eq= dwarven-steel mail armour 'Airslice' (3 def, 8 armour) =eq=Requires: - Strength 28 - Talent Armour Training Powered by arcane forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+2 eff.) Fatigue: +16% Damage (Melee): 18 acid / 25 fire Damage when hit (Melee): 21 acid / 22 fire Changes stats: +3 Str Changes resistances: +31% acid / +28% fire / +6% arcane Changes resistances penetration: +5% lightning Spell save: +12 (+4 eff.) Light radius: +3 Infravision radius: +1 A suit of armour made of mail. |
Inventory
Daneth's Neckguard =str6= Daneth's Neckguard =str6=Crafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Activating this item is instant. It can be used to activate talent Juggernaut (costing 30 power out of 60/60) : Effective talent level: 2.0 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Withering Orbs =blindfight= Withering Orbs =blindfight=Infused 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... |
Blindbringer =bli res= Blindbringer =bli res=Powered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to inflict damage reduction * 12% chance to blind Effects on ranged hit: * 21% chance to blind Damage when hit (Melee): 8 mind Changes stats: +6 Wil / +5 Mag Changes resistances: +17% blight Changes damage: +17% blight / +6% mind Hate when firing a critical mind attack: +2.00 Spellpower: +13 (+4 eff.) Heals friendly targets nearby when you use a nature summon: +20 Rings can have magical properties. |
Ring of Growth =str4= Ring of Growth =str4=Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+3 eff.) Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Tedragar the steel ring =acidres fireres= Tedragar the steel ring =acidres fireres=Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +22% acid / +22% fire Changes resistances penetration: +10% mind Changes damage: +11% acid / +11% fire Disarm immunity: +20% Pinning immunity: +22% Knockback immunity: +20% Vim when firing critical spell: +2.00 Maximum life: +23.00 Heals friendly targets nearby when you use a nature summon: +10 Rings can have magical properties. |
copper ring of blight (+11%) =bli res= copper ring of blight (+11%) =bli res=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +11% blight Changes damage: +11% blight Rings can have magical properties. |
copper ring of corrosion (+20%) =acid res= copper ring of corrosion (+20%) =acid res=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% acid Changes damage: +10% acid Rings can have magical properties. |
savior's copper ring of lightning (+22%) =ltn res= savior's copper ring of lightning (+22%) =ltn res=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% lightning Changes damage: +11% lightning Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+6 eff.) Rings can have magical properties. |
warrior's copper ring of arcana(+0.10/turn) =str3= warrior's copper ring of arcana(+0.10/turn) =str3=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Silence immunity: +21% Mana each turn: +0.10 Rings can have magical properties. |
Coalbolt (2 def, 0 armour) =str3 con1= Coalbolt (2 def, 0 armour) =str3 con1=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 12 darkness Changes stats: +3 Str / +2 Dex / +1 Con Changes resistances penetration: +5% lightning / +10% darkness Talent mastery: +0.30 Technique / Combat training Spell save: -16 (-6 eff.) Stamina each turn: +0.60 Mana each turn: -0.21 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
steady rough leather gloves of strength (+3) (0 def, 1 armour) =str3= steady rough leather gloves of strength (+3) (0 def, 1 armour) =str3=Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Physical power: +5 (+1 eff.) Armour: +1 Changes stats: +3 Str Physical save: +5 (+2 eff.) Mental save: +6 (+6 eff.) Disarm immunity: +21% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Mayybeth the hardened leather cap (0 def, 3 armour) =str7= Mayybeth the hardened leather cap (0 def, 3 armour) =str7=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +7 Str / +9 Dex Infravision radius: +1 A cap made of leather. |
Shimmerwither the iron helm (0 def, 3 armour) =water= Shimmerwither the iron helm (0 def, 3 armour) =water=Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 4 lightning / 8 acid Changes resistances: +5% cold Changes damage: +3% lightning / +3% acid Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Yvylle (2 def, 0 armour) =light res= Yvylle (2 def, 0 armour) =light res=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 20 arcane resource burn Changes resistances: +14% lightning / +13% temporal / +3% acid A pointy cloth hat, very wizardly... |
radiant steel mail armour (2 def, 6 armour) =bli res= radiant steel mail armour (2 def, 6 armour) =bli res=Requires: - Strength 20 - Talent Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Damage when hit (Melee): 4 light Changes stats: +2 Wil Changes resistances: +14% blight / +14% darkness Light radius: +1 A suit of armour made of mail. |
flaming iron shield of lightning resistance (+17%) (4 def, 2 armour, 10-12 power, 15 block) =ltn res= flaming iron shield of lightning resistance (+17%) (4 def, 2 armour, 10-12 power, 15 block) =ltn res=Requires: - Strength 11 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 10.0 - 12.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +15 Burst (radius 1) on hit: +11 fire When wielded/worn: Armour: +2 Defense: +4 (+2 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +6% Damage (Melee): 5 fire Damage when hit (Melee): 11 fire Changes resistances: +17% lightning Talent granted: +1 Block Handheld deflection devices. |
12 agate 12 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. |
303 alchemist agate 303 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. |
aquamarine 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. |
2 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+6 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+6 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 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. |
3 topaz 3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+4 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Flamerazor (dig speed 25 turns) =str3= Flamerazor (dig speed 25 turns) =str3=Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +3 Str Changes resistances: +3% fire Changes damage: +12% fire Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +7 (+7 eff.) Maximum life: +55.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang =carry= Rungof's Fang =carry=Infused 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. |
9 spinel 9 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial =light res= Summertide Phial =light res=Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (64 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
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, costing 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), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
6 amethyst 6 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
12 ametrine 12 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: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon 7 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
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Dervic the Shalore Sun Paladin level 8
3rd Flare 122nd year of Ascendancy at 10:33 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Dervic the Shalore Sun Paladin level 20
15th Haze 122nd year of Ascendancy at 22:46 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Dervic the Shalore Sun Paladin level 10
3rd Dusk 122nd year of Ascendancy at 00:58 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Dervic the Shalore Sun Paladin level 20
15th Haze 122nd year of Ascendancy at 05:22 see stats
Lost in translation (Insane (Roguelike) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Dervic the Shalore Sun Paladin level 4
77th Pyre 122nd year of Ascendancy at 08:08 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Dervic the Shalore Sun Paladin level 17
42nd Dusk 122nd year of Ascendancy at 14:46 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Dervic the Shalore Sun Paladin level 23
31st Haze 122nd year of Ascendancy at 00:28 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Dervic the Shalore Sun Paladin level 7
4th Mirth 122nd year of Ascendancy at 12:55 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Dervic the Shalore Sun Paladin level 7
5th Mirth 122nd year of Ascendancy at 17:20 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Dervic the Shalore Sun Paladin level 16
29th Dusk 122nd year of Ascendancy at 19:57 see stats
Log
Mayulaith the greater telugoroth's Turn Back the Clock hits Dervic for 55 temporal damage.
Mayulaith the greater telugoroth uses Pinning Shot.
Dervic loses sight!
Dervic has been tethered!
Something hits Dervic for 40 fire, 3 acid, 4 light (47 total damage).
Dervic resists the mind attack!
Something hits Dervic for 88 physical, 18 arcane, 4 mind, 7 darkness (117 total damage).
Dervic resists the knockback!
Dervic resists the swap!
Something hits Dervic for 39 temporal, 31 physical (70 total damage).
Something hits Dervic for 84 physical damage.
Dervic resists!
Dervic shrugs off the effect 'Regression'!
Dervic deactivates Second Life.
Dervic has been healed by a blast of positive energy!
Dervic receives 361 healing.
Something hits Dervic for 0 temporal damage.
Something hits Dervic for 77 physical, 3 acid, 4 light (84 total damage).
You feel a surge of power as a powerful creature falls nearby.
You feel a surge of power as a powerful creature falls nearby.
Something hits Dervic for 29 physical, 9 arcane, 4 mind, 4 darkness (45 total damage).
Dervic is silenced!
Something hits Dervic for 35 physical, 9 arcane, 4 mind, 4 darkness (51 total damage).
Dervic is surrounded by a thick smoke.
Something folds space with with Dervic!
Dervic looks a little pale around the edges.
Dervic has been yanked back to the tether!
Something hits Dervic for 42 temporal, 34 physical, 42 temporal, 34 physical (150 total damage).
Something hits Dervic for 76 physical, 18 arcane, 7 mind, 7 darkness (108 total damage).
Saving game...
