Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
| Addons | Everything is Unique 1.5.2Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.5.0Donators/Buyers bonus! Viper Class 1.4.0Adds the Viper class, an archer wilder who possesses great speed and access to nature damage. Pepper Pack 1.5.2Adds classes, races, objects and other stuff into the game. Class: Performer / Bard Jacks of all trades, masters of none, Bards are known for being proficient in a vast array of talents, such as melee and ranged combat, spellcasting and performing capabilities and blend all of these styles into a very versatile mix. Race: Animal / Bunnymorph (& Kruk variant) Bunnymorphs are former humanoids morphed into bunnies by a spooky evil dark wizard. This transformation rendered them more fragile but gave them some special talents. Objects and other additions include rapiers, whips, harps, flutes, lutes, singing swords, a new item type (instrument), a new resource pool (melody), a new damage type (sound), a new escort type, a sizable amount of new egos centered around melody, sound damage, new talents and a handful of new artifacts. Thanks to rexorcorum for all the custom images and to game-icons.net for the custom icons. Possessor Bonus Class 1.5.3Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Halfling |
| Class | Rogue |
| Level / Exp | 19 / 38% |
| Size | small |
| Lifes / Deaths | Killed by Defehel the human at level 19 on the 10th Flare 122nd year of Ascendancy at 14:53 4 / 1 |
Primary Stats
| Strength | 20 (base 13) |
| Dexterity | 52 (base 39) |
| Constitution | 22 (base 10) |
| Magic | 14 (base 10) |
| Willpower | 16 (base 10) |
| Cunning | 45 (base 33) |
Resources
| Life | 536/536 |
| Stamina | 184/184 |
| Healing Factor | 1.09375 |
| Regeneration | 4.5390625000001 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -63.333333333333% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 71 |
| Accuracy | 57 |
| Crit Chance | 30% |
| APR | 21 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 39 |
| Accuracy | 57 |
| Crit Chance | 25% |
| APR | 18 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 20 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 23% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 21 (70.376569037657%) |
| Defense | 56 |
| Ranged Defense | 59 |
| Fatigue | 0 |
| Physical Save | 50 |
| Spell Save | 20 |
| Mental Save | 44 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Pinning Resistance | 15% |
| Confusion Resistance | 24% |
| Disarm Resistance | 63% |
| Stun Resistance | 24% |
| Instadeath Resistance | 100% |
| Silence Resistance | 10% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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: 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 60 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 248 life over 5 turns. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Duelist | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Poisons | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 3/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| 4/5 |
Effects
| 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 |
Quests
You successfully escorted the temporal explorer to the recall portal on level 3 of Norgos Lair. Escort: temporal explorer (level 3 of Norgos Lair)As a reward you improved talent Foresight (+1 level(s)). | done |
A compliation of all your achievements earnt. Heroic AchievementsYou are 25% of the way to your next Rank. You have killed: 21 Uniques 11 Bosses 0 Elite Bosses 0 Veterans 0 Heroics 0 Legends 0 Destroyers 0 Epics 0 Elders 0 Ancients 0 Immortals 0 Demigods | 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of 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 green worm. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * '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.' * You've found the needed bear paw. | 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 |
Equipment
| On feet | miner's pair of rough leather boots of uncanny dodging (2 def, 5 armour) miner's pair of rough leather boots of uncanny dodging (2 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Defense: +2 (+1 eff.) Ranged Defense: +2 (+0 eff.) Fatigue: +1% Infravision radius: +1 A pair of boots made of leather. |
| Light source | Xylle XyllePowered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Defense: +6 (+2 eff.) Ranged Defense: +6 (+1 eff.) Changes stats: +2 Dex / +4 Mag Critical mult.: +6.00% Mental save: +10 (+4 eff.) Life regen: +0.80 Maximum life: +10.00 Spellpower: +6 (+3 eff.) Mindpower: +10 (+5 eff.) Mental crit. chance: +10% 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. |
| On head | Starwinter (0 def, 1 armour) Starwinter (0 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 8 light Changes stats: +2 Str / +3 Wil / +2 Con Changes resistances: +13% blight / +5% darkness / +6% light Changes resistances penetration: +5% mind Changes damage: +6% light / +18% mind Physical save: +7 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +18 (+6 eff.) Light radius: +1 It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
| On hands | Layuta the rough leather gloves (0 def, 5 armour) Layuta the rough leather gloves (0 def, 5 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +5 Effects on melee hit: * 30% chance to corrode armour by 30% Damage (Melee): 6 blight Damage when hit (Melee): 4 temporal Changes stats: +2 Con Changes resistances: +6% blight Changes resistances penetration: +15% temporal Changes damage: +4% blight / +3% temporal Physical save: +13 (+5 eff.) Spell save: +4 (+2 eff.) Mental save: +11 (+4 eff.) Disarm immunity: +24% Maximum life: +44.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Gloruwen the iron pickaxe (dig speed 38 turns) Gloruwen the iron pickaxe (dig speed 38 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str Changes resistances: +9% acid / +3% temporal / +22% nature / +6% fire Changes resistances penetration: +15% arcane Changes damage: +12% nature / +3% arcane Pinning immunity: +15% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Boltreign BoltreignPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes resistances: +22% darkness Changes resistances penetration: +5% lightning Changes damage: +11% darkness Physical save: +30 (+10 eff.) Mental save: +7 (+3 eff.) Silence immunity: +10% Disarm immunity: +23% Confusion immunity: +24% Life regen: +0.40 Maximum stamina: +10.00 Melody each turn: +0.12 Rings can have magical properties. |
| On fingers | Galecrack GalecrackCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +8 Defense: +8 (+3 eff.) Damage when hit (Melee): 20 lightning Changes stats: +3 Wil Changes resistances: +21% lightning Changes damage: +9% arcane / +6% lightning Mental save: +6 (+2 eff.) Stun/Freeze immunity: +24% Life regen: +1.50 It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.6 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 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 159% 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 can have magical properties. |
| Around neck | Porotha the Starwish Porotha the StarwishInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str / +4 Dex / +5 Cun / +7 Con Changes resistances: +15% light Changes resistances penetration: +15% light Changes damage: +6% arcane Physical save: +7 (+3 eff.) Life regen: +1.20 Stamina each turn: +0.50 Maximum life: +40.00 Movement speed: +10% Amulets can have magical properties. |
| In main hand | balanced voratun dagger (38-49.4 power, 9 apr) balanced voratun dagger (38-49.4 power, 9 apr)Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% This is a bardic weapon. When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +4 (+1 eff.) Disarm immunity: +16% Sharp, short and deadly. |
| Around waist | blurring rough leather belt of carrying blurring rough leather belt of carryingPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +10 (+3 eff.) Fatigue: -4% Stealth bonus: +5 Maximum encumbrance: +20 A belt that goes around your waist. |
| In off hand | hateful steel dagger of massacre (16.5-21.45 power, 6 apr) hateful steel dagger of massacre (16.5-21.45 power, 6 apr)Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 16.5 - 21.4 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +5 darkness Damage against: +6% Living This is a bardic weapon. Sharp, short and deadly. |
| Cloak | Glarehack (11 def, 0 armour) Glarehack (11 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+0 eff.) Defense: +11 (+4 eff.) Fatigue: -3% Effects on melee hit: * 15% chance to corrode armour by 30% Damage when hit (Melee): 8 acid / 4 light Changes resistances: +27% light / +23% fire Changes resistances penetration: +10% acid Changes damage: +18% acid Stealth bonus: +13 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Guhor (4 def, 6 armour) Guhor (4 def, 6 armour)Requires: - Strength 10 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +6 Defense: +4 (+1 eff.) Fatigue: +6% Changes stats: +2 Str / +4 Dex / +4 Cun Changes resistances: +6% acid / +6% cold / +6% physical Changes resistances penetration: +5% physical Changes damage: +6% physical Allows you to breathe in: water Physical save: +20 (+7 eff.) Only die when reaching: -60.00 life Maximum stamina: +5.00 A suit of armour made of leather. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 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 50 and cleanse 1 wound and 1 poison 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 ability. |
wild infusion of the sneak (resist 14%; cure mental, magical) wild infusion of the sneak (resist 14%; cure mental, magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or magical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 ability. |
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 (+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... |
Eremadochik the copper ring Eremadochik the copper ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +14 (+4 eff.) Changes resistances: +12% mind Changes resistances penetration: +10% arcane Changes damage: +6% blight / +12% mind / +10% all Maximum mana: +20.00 Spellpower: +15 (+7 eff.) Spell crit. chance: +5% Mindpower: +14 (+7 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings can have magical properties. |
savior's copper ring of power savior's copper ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +7 (+3 eff.) Spellpower: +7 (+3 eff.) Mindpower: +5 (+3 eff.) Rings can have magical properties. |
Unerring Scalpel (15-19.5 power, 25 apr) Unerring Scalpel (15-19.5 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 45% Cun, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 Crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% This is a bardic weapon. When wielded/worn: Accuracy: +20 (+5 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
iron dagger (10.5-13.65 power, 5 apr) iron dagger (10.5-13.65 power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% This is a bardic weapon. Sharp, short and deadly. |
iron dagger (11-14.3 power, 5 apr) iron dagger (11-14.3 power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 11.0 - 14.3 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% This is a bardic weapon. Sharp, short and deadly. |
flaming iron rapier of paradox (13-18.2 power, 3 apr) flaming iron rapier of paradox (13-18.2 power, 3 apr)Requires: - Cunning 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / rapier ; tier 1 Base power: 13.0 - 18.2 Uses stats: 60% Cun, 40% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +3 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +6 temporal Burst (radius 1) on hit: +6 fire This is a bardic weapon. When wielded/worn: Damage when hit (Melee): 6 temporal Changes resistances: +5% temporal Pointy, thin and deadly. Rapiers are made for people of great Cunning and nimble hands and as such they require dagger mastery to be used correctly. |
linen cloak of Iron Throne (1 def, 0 armour) linen cloak of Iron Throne (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Str / +1 Con A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloudquench the rough leather gloves (0 def, 1 armour) Cloudquench the rough leather gloves (0 def, 1 armour)Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Physical crit. chance: +8.0% Armour: +1 Damage (Melee): 6 nature Damage when hit (Melee): 8 lightning Changes stats: +2 Cun Changes resistances: +3% lightning / +6% nature / +6% darkness Changes damage: +5% nature / +3% blight Critical mult.: +6.00% Mana when firing critical spell: +1.00 Spellpower: +4 (+2 eff.) Spell crit. chance: +7% Mental crit. chance: +7% Infravision radius: +2 It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.6 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 29 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) These gloves are coated with a thick, green liquid. |
linen wizard hat (1 def, 0 armour) linen wizard hat (1 def, 0 armour)2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) A pointy cloth hat, very wizardly... |
rough leather cap of strength (+2) (0 def, 1 armour) rough leather cap of strength (+2) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Str A cap made of leather. |
Sewertreason the rough leather armour (1 def, 2 armour) Sewertreason the rough leather armour (1 def, 2 armour)Requires: - Strength 10 Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Damage when hit (Melee): 12 physical Changes stats: +4 Mag / +6 Wil / +8 Cun / +2 Con Changes resistances: +6% mind / +3% nature Mental save: +24 (+8 eff.) Infravision radius: +1 See invisible: +3 A suit of armour made of leather. |
Xanibeth (4 def, 2 armour) Xanibeth (4 def, 2 armour)Requires: - Strength 10 Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +4 (+1 eff.) Fatigue: +6% Changes stats: +4 Str / +4 Dex Changes resistances: +16% acid / +15% temporal / +6% mind Changes resistances penetration: +5% temporal Changes damage: +6% mind Physical save: +7 (+3 eff.) Mental save: +13 (+5 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A suit of armour made of leather. |
rough leather armour (1 def, 2 armour) rough leather armour (1 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% A suit of armour made of leather. |
spiked rough leather armour of cold resistance (1 def, 2 armour) spiked rough leather armour of cold resistance (1 def, 2 armour)Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Damage when hit (Melee): 11 physical Changes resistances: +16% cold A suit of armour made of leather. |
7 agate 7 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. |
41 alchemist agate 41 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. |
woodsman's iron pickaxe (dig speed 38 turns) woodsman's iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide PhialInfused 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 (62 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light 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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
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 ametrine 6 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. |
8 citrine 8 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. |
10 zircon 10 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
Level 10 (Uniques)
Got a character to level 10.By Half Rogue the Halfling Rogue level 10
74th Pyre 122nd year of Ascendancy at 11:00 see stats
The Arena (Uniques)
Unlocked Arena mode.By Half Rogue the Halfling Rogue level 14
75th Pyre 122nd year of Ascendancy at 21:53 see stats
Treasure Hunter (Uniques)
Amassed 1000 gold pieces.By Half Rogue the Halfling Rogue level 19
4th Flare 122nd year of Ascendancy at 20:46 see stats
Log
Defehel the human uses Block.
Defehel the human is no longer poisoned.
Defehel the human is poisoned!
Defehel the human hits Half Rogue for 12 acid, 9 acid (21 total damage).
Half Rogue hits Defehel the human for (33 blocked), 0 physical, 1 blight, (17 blocked), 0 physical, 2 darkness, 1 blight (4 total damage).
Defehel the human casts Dazzling Light.
Defehel the human's Dazzling Light hits Half Rogue for 31 light damage.
Deadly Poison from Half Rogue hits Defehel the human for 11 nature damage.
Defehel the human hits Half Rogue for 9 acid, 9 acid (19 total damage).
Half Rogue hits Defehel the human for 27 physical, 1 blight, 17 physical, 2 darkness, 1 blight (48 total damage).
Half Rogue tries to evade attacks.
Defehel the human hits Half Rogue for 100 physical damage.
Half Rogue hits Defehel the human for 7 lightning, 4 light, 3 acid, 1 temporal (15 total damage).
Half Rogue the level 19 halfling rogue was shattered to death by Defehel the human on level 1 of Ambush!.
You have 4 life(s) left.
Half Rogue deactivates Numbing Poison.
Half Rogue is firmly planted in reality.
Half Rogue is no longer evading attacks.
Half Rogue deactivates Apply Poison.
Half Rogue deactivates Insidious Poison.
Half Rogue is not stunned anymore.
Half Rogue deactivates Blade Flurry.
Half Rogue is fully armored again.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Defehel the human killed Half Rogue!
Saving done.
