Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.3 |
Addons | Items Vault 1.3.0Donators/Buyers bonus! ZOmnibus Addon Pack 1.3.0Combines 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: Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Thalore |
Class | Archer |
Level / Exp | 19 / 1% |
Size | medium |
Lifes / Deaths | Killed by Aeronne the midge swarm at level 19 on the 43rd Dusk 122nd year of Ascendancy at 11:01 / 1 |
Primary Stats
Strength | 18 (base 12) |
Dexterity | 49.72603609441 (base 47) |
Constitution | 43 (base 35) |
Magic | 14 (base 10) |
Willpower | 22 (base 10) |
Cunning | 16 (base 12) |
Resources
Life | -60/575 |
Mana | 148/148 |
Stamina | 114/176 |
Healing Factor | 1.1441085271318 |
Regeneration | 7.2078837209302 |
Speed
Mental | -7.547169811321% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
Damage | 64 |
Accuracy | 51 |
Crit Chance | 43% |
APR | 33 |
Speed | 0.87 |
Offense: Spell
Spellpower | 22 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 20.9 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 19 (45%) |
Defense | 23.952056316522 |
Ranged Defense | 23.952056316522 |
Fatigue | 5 |
Physical Save | 38.938590764889 |
Spell Save | 18.6 |
Mental Save | 22.413590764889 |
Defense: Resistances
All | + 15%( 70%) |
Defense: Immunities
Disarm Resistance | 24% |
Pinning Resistance | 24% |
Instadeath Resistance | 100% |
Knockback Resistance | 22% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 19 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: 20 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 229 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 19 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 physical effect and reduce all damage taken by 16% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Class Talents
Technique / Archery - bows | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat veteran | 0.90 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Archery - slings | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Archery prowess | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Technique / Archery training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Technique / Field control | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Thalore | 1.00 |
| 5/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
talent | Aim |
talent | Premonition |
detrimental effect | The target is hexed, creating an empathic bond with its victims. It takes 8% feedback damage from all damage done. Empathic Hex |
detrimental effect | Renders a random talent unavailable. No talents will cool down until the effect has worn off. Brainlocked |
detrimental effect | The target is hexed, granting it 32% chance each turn to be dazed for 3 turns. Pacification Hex |
beneficial effect | Reduces lightning damage received by 13%. Premonition Shield |
detrimental effect | The target is infected by a disease, reducing its dexterity by 9 and doing 18.71 blight damage per turn. Decrepitude Disease |
detrimental effect | The target is hexed. Each time it uses an ability it takes 35.54 fire damage, and talent cooldowns are increased by 43% plus 1 turn. Burning Hex |
detrimental effect | The target is infected by a disease, doing 31.73 blight damage per turn and reducing healing received by 57%. EpidemicEach non-disease blight damage done to it will spread the disease. |
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 injured seer to the recall portal on level 1 of Heart of the Gloom. Escort: injured seer (level 1 of Heart of the Gloom)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)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 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 |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Dreaming One. | done |
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 precision. He has given you some notes on the ingredients: * '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.' * '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.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * '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: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed bear paw. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one orc heart. If you can fetch me a still-beating orc heart, that would be even better. But you don't look like a master necromancer to me.' * '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.' | 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 |
Equipment
On feet | Hanalathalach the Charwish (12 def, 3 armour) Hanalathalach the Charwish (12 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +12 (+6 eff.) Fatigue: +2% Damage when hit (Melee): 12 fire Changes resistances: +6% cold / +6% fire Changes resistances penetration: +10% mind Grants telepathy: Demon/Minor Demon/Major Critical mult.: +5.00% Psi when hit: +0.04 Maximum hate: +4.00 Heals friendly targets nearby when you use a nature summon: +10 It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 27% chance to completely evade them and granting you 16 defense for 7 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. Press to compare |
Quiver | Hornet Stingers (17/20, 117% power, 10 apr) Hornet Stingers (17/20, 117% power, 10 apr)Requires: - Dexterity 18 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 2 Power: 117% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +5.0% Capacity: 20 Damage (Ranged): +45 crippling poison A vile poison drips from the tips of these arrows. Press to compare |
Light source | survivor's brass lantern of health survivor's brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 (+2 eff.) Maximum life: +42.00 Light radius: +2 Healing mod.: +11% 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. Press to compare |
On head | Lisorin (0 def, 1 armour) Lisorin (0 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +1 Physical crit. chance: +2.0% Armour: +1 Fatigue: +1% Changes stats: +3 Dex Changes resistances: +7% cold Allows you to breathe in: water Physical save: +11 (+4 eff.) Life regen: +0.20 A cap made of leather. Press to compare |
Tool | Salotta the Oaknaught [power 15] (24/20 cooldown) Salotta the Oaknaught [power 15] (24/20 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 1 When wielded/worn: Damage when hit (Melee): 4 nature / 8 fire Changes resistances: +9% fire Maximum wards: +2 acid / +2 nature / +2 light Changes resistances penetration: +10% nature Changes damage: +9% nature Talent granted: +1 Ward It can be used to harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30%, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 2 equilibrium. Natural totems are made by powerful wilders to store nature power. Press to compare |
On fingers | Ring of Growth Ring of GrowthInfused 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. Press to compare |
On fingers | copper ring 'Bregymachik' copper ring 'Bregymachik'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +14% acid / +12% fire / +13% cold / +11% lightning Changes resistances penetration: +10% blight Spell save: +6 (+4 eff.) Disarm immunity: +24% Pinning immunity: +24% Knockback immunity: +22% Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +21.00 Spellpower: +4 (+2 eff.) Damage Shield penetration: +20% Rings can have magical properties. Press to compare |
Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused 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. Press to compare |
In main hand | ash longbow 'Eilinylrath' ash longbow 'Eilinylrath'Requires: - Dexterity 16 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 On weapon hit: * 8% chance to corrode armour When wielded/worn: Accuracy: +6 (+2 eff.) Physical crit. chance: +8.0% Changes stats: +2 Mag Changes resistances penetration: +7% acid / +10% arcane Life regen: +1.00 Mana each turn: +0.08 Maximum vim: +10.00 Defense after a teleport: +5 Longbows are used to shoot arrows at your foes. Press to compare |
On hands | iron gauntlets 'Gessra' (0 def, 1 armour) iron gauntlets 'Gessra' (0 def, 1 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 arcane Changes stats: +4 Wil / +4 Mag Changes resistances: +4% arcane Changes damage: +3% blight Critical mult.: +5.00% Life regen: +1.30 Stamina each turn: +0.80 Maximum stamina: +12.00 Spell crit. chance: +1% Damage Shield penetration: +10% It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. Press to compare |
Main armor | troll-hide cured leather armour (2 def, 4 armour) troll-hide cured leather armour (2 def, 4 armour)Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Life regen: +3.00 Healing mod.: +10% A suit of armour made of leather. Press to compare |
Cloak | Wrap of Stone (0 def, 10 armour) Wrap of Stone (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.10 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+3 eff.) It can be used to activate talent Stone Wall (costing 60 power out of 8/60) : Effective talent level: 1.2 Power cost: 60 out of 8/60. Range: 7 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 4 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 62.44 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. Press to compare |
Around neck | Elimira ElimiraInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 20 blight Changes stats: +4 Dex / +4 Cun / +7 Con Changes resistances: +15% mind Life regen: +0.40 Stamina each turn: +0.50 Movement speed: +10% Amulets can have magical properties. Press to compare |
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: 19 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 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. |
regeneration infusion of the psychic (heal 139 over 5 turns) regeneration infusion of the psychic (heal 139 over 5 turns)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: 26 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 139 life over 5 turns. Its effects scale with your Willpower 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. Press to compare |
This item will automatically be transmogrified when you leave the level. steel longsword of persecution (112% power, 3 apr)steel longsword of persecution (112% power, 3 apr) Requires: - Strength 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Power: 112% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Damage against: +8% Unnatural When wielded/worn: Changes stats: +2 Wil Sharp, long, and deadly. Press to compare |
Daimakan the quiver of elm arrows (17/17, 109% power, 5 apr) Daimakan the quiver of elm arrows (17/17, 109% power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 1 Power: 109% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +1.0% Capacity: 17 Turns elapse between self-loadings: 4 On weapon crit: * splashes the target with acid Damage (Ranged): +19 acid / +24 mind Burst (radius 2) on crit: +8 acid Arrows are used with bows to pierce your foes to death. Press to compare |
Arcresolve the linen cloak (1 def, 0 armour) Arcresolve the linen cloak (1 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Defense: +1 (+0 eff.) Fatigue: -2% Effects on melee hit: * 15% chance to daze Changes stats: +2 Str / +3 Dex / +3 Mag / +3 Wil / +2 Cun / +2 Con Only die when reaching: -20.00 life Spell crit. chance: +5% Healing mod.: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
insulating linen wizard hat of darkness (+6%) (1 def, 0 armour) insulating linen wizard hat of darkness (+6%) (1 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +6% cold / +15% darkness / +6% fire Changes damage: +10% darkness A pointy cloth hat, very wizardly... Press to compare |
linen wizard hat of lightning (+15%) (1 def, 0 armour) linen wizard hat of lightning (+15%) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +15% lightning Changes damage: +10% lightning A pointy cloth hat, very wizardly... Press to compare |
2 opal 2 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. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+3 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+3 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 amethyst 2 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. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
brass lantern 'Yarygar' brass lantern 'Yarygar'Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Armour: +2 Changes resistances: +6% blight / +6% darkness / +6% lightning Changes resistances penetration: +5% arcane Changes damage: +6% arcane Knockback immunity: +15% Mana each turn: +0.12 Mana when firing critical spell: +1.00 Spellpower: +4 (+2 eff.) Spell crit. chance: +4% Light radius: +5 Infravision radius: +4 See invisible: +6 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 26 blight damage or heals 37 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. 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. Press to compare |
Festergore (dig speed 23 turns) Festergore (dig speed 23 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Damage when hit (Melee): 4 arcane Changes stats: +2 Cun / +1 Str Changes resistances: +5% arcane / +3% nature Physical save: +6 (+2 eff.) Spell save: +6 (+4 eff.) Mental save: +6 (+3 eff.) Maximum life: +47.00 Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Press to compare |
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. |
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. |
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. |
quick ash totem of cure ailments [power 1] (24/8 cooldown) quick ash totem of cure ailments [power 1] (24/8 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to remove up to 1 poisons or diseases from a target within range 6 (Willpower), putting all charms on cooldown for 8 turns. Natural totems are made by powerful wilders to store nature power. Press to compare |
supercharged elm wand of trap destruction [power 25] (24/23 cooldown) supercharged elm wand of trap destruction [power 25] (24/23 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to disarm traps (25 disarm power, Magic) along a range 2 line, putting all charms on cooldown for 23 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. Press to compare |
Achievements
By DakkaDakkaDakka the Thalore Archer level 17
23rd Dusk 122nd year of Ascendancy at 12:01 see stats
By DakkaDakkaDakka the Thalore Archer level 10
1st Mirth 122nd year of Ascendancy at 04:34 see stats
By DakkaDakkaDakka the Thalore Archer level 13
9th Dusk 122nd year of Ascendancy at 23:35 see stats
By DakkaDakkaDakka the Thalore Archer level 12
8th Dusk 122nd year of Ascendancy at 15:28 see stats
Log
DakkaDakkaDakka is not dazed anymore.
DakkaDakkaDakka is no longer evading attacks.
Epidemic from Eilineldana the wolf hits DakkaDakkaDakka for 7 blight damage.
Aeronne the midge swarm uses Mark Prey.
DakkaDakkaDakka uses Steady Shot.
Something hits DakkaDakkaDakka for 8 fire damage.
DakkaDakkaDakka is afflicted by a decrepitude disease!
Something hits DakkaDakkaDakka for 22 blight damage.
Aeronne the midge swarm uses Mark Prey.
DakkaDakkaDakka performs a ranged critical strike against Aeronne the midge swarm!
DakkaDakkaDakka's Steady Shot hits Aeronne the midge swarm for 285 physical, 16 nature, (301 total damage).
Aeronne the midge swarm is no longer pinned.
Crippling Poison from DakkaDakkaDakka hits Aeronne the midge swarm for 16 nature damage.
Aeronne the midge swarm uses Mark Prey.
Decrepitude Disease from Eilineldana the wolf hits DakkaDakkaDakka for 4 blight damage.
Epidemic from Eilineldana the wolf hits DakkaDakkaDakka for 7 blight damage.
DakkaDakkaDakka is hexed.
Aeronne the midge swarm uses Mark Prey.
DakkaDakkaDakka shoots!
DakkaDakkaDakka performs a ranged critical strike against Aeronne the midge swarm!
DakkaDakkaDakka shrugs off the critical damage!
DakkaDakkaDakka damages himself through Martyrdom!
DakkaDakkaDakka's Shoot hits Aeronne the midge swarm for 118 physical, 16 nature, (134 total damage).
Aeronne the midge swarm hits DakkaDakkaDakka for 9 physical, 1 nature (9 total damage).
Aeronne the midge swarm uses Mark Prey.
Aeronne the midge swarm slows down.
Aeronne the midge swarm's mind surges with critical power!
Saving game...