Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.0Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Mage Knight 1.7.0Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: ZOmnibus Addon Pack 1.7.0Combines 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: Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Blazblue icons! 1.2.4Well, I was messing around with the wonderful new custom tile feature, and discovered the Blazblue Chronophantasma chibis look pretty dang good when resized down to 64x64. Thus, I decided to resize all the chibis I could find(31 in total) and release them as an addon! Requires donator status to actually use the custom tiles, I think. Other then that, let me know what you think! Some of the icons resized weird(Nu, Imperator, etc), but some turned out really amazing(Ragna!). C: Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Infinite |
Mode | Normal Adventure |
Sex | Female |
Race | Cornac |
Class | Sea Knight |
Level / Exp | 14 / 61% |
Size | big |
Lifes / Deaths | Killed by geomancer at level 1 on the 74th Pyre 122nd year of Ascendancy at 12:36 0 / 6Killed by minotaur at level 7 on the 4th Mirth 122nd year of Ascendancy at 12:21 Killed by orc master assassin at level 9 on the 4th Mirth 122nd year of Ascendancy at 16:51 Killed by Mirror Challenge of Vaya at level 14 on the 2nd Summertide 122nd year of Ascendancy at 22:49 Killed by Mirror Challenge of Vaya at level 14 on the 2nd Summertide 122nd year of Ascendancy at 23:36 Killed by Mirror Challenge of Vaya at level 14 on the 3rd Summertide 122nd year of Ascendancy at 01:40 |
Primary Stats
Strength | 19 (base 10) |
Dexterity | 17 (base 10) |
Constitution | 31 (base 29) |
Magic | 45 (base 40) |
Willpower | 14 (base 12) |
Cunning | 18 (base 13) |
Resources
Life | -2/353 |
Essence | 35/100 |
Flow | 81/260 |
Healing Factor | 1.1129357296989 |
Regeneration | 9.1817197700161 |
Speed
Mental | +25% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 1 |
See Stealth | 6 |
See Invisible | 5 |
Offense: Barehand
Damage | 45 |
Accuracy | 35 |
Crit Chance | 14% |
APR | 9 |
Speed | 0.96 |
Offense: Spell
Spellpower | 40 |
Crit Chance | 7% |
Speed | 1 |
Offense: Mind
Mindpower | 26 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Acid | +9% |
Fire | +11% |
Cold | +3% |
Arcane | +11% |
Mind | +6% |
All | 0% |
Defense: Base
Armour (hardiness) | 14 (42%) |
Defense | 23 |
Ranged Defense | 23 |
Fatigue | 3 |
Physical Save | 40 |
Spell Save | 41 |
Mental Save | 38 |
Defense: Resistances
Lightning | + 20%( 76%) |
Cold | + 26%( 82%) |
Nature | + 26%( 82%) |
Blight | + 2%( 72%) |
Physical | + 17%( 76%) |
Fire | + 27%( 76%) |
All | + 6%( 76%) |
Defense: Immunities
Stun Resistance | 22% |
Bleed Resistance | 18% |
Instadeath Resistance | 100% |
Poison Resistance | 68% |
Pinning Resistance | 50% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 and reflecting at most 362 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
Spell / Enchanted Waters | 1.00 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Spell / One With the Sea | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Spell / Riptide | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Battle Dancer | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Weapons Master | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat Casting | 1.00 |
| 3/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Technique / Tactical Strikes | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Flexible Combat Training | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Effects
Quests
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 10): Mirror Match | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 7): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 9): Mirror Match | failed |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
On feet | Floeedge the pair of iron boots (0 def, 3 armour) Floeedge the pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -2% Changes stats: +1 Str / +2 Wil / +1 Cun Changes damage: +3% mind / +3% cold Maximum encumbrance: +21 Physical save: +5 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On hands | restful dwarven-steel gauntlets of magic (+3) (0 def, 2 armour) restful dwarven-steel gauntlets of magic (+3) (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Changes stats: +3 Mag Changes damage: +5% arcane Life regen: +2.00 Stamina each turn: +0.70 Maximum stamina: +10.00 When used to modify unarmed attacks: Base power: 18.0 - 25.2 Uses stats: 0% Dex, 0% Cun, 120% Mag, 0% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Nightmare (10% chance level 3). Damage (Melee): +7 arcane Damage (radius 2) on crit: +5 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
On head | iron helm of constitution (+2) (0 def, 3 armour) iron helm of constitution (+2) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Con A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Layetta the iron pickaxe (dig speed 38 turns) Layetta the iron pickaxe (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour: +6 Defense: +5 (+2 eff.) Fatigue: -5% Changes stats: +2 Str Changes damage: +9% acid Hate when firing a critical mind attack: +1.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | steel ring of perseverance steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Stun/Freeze immunity: +22% Life regen: +2.00 Rings make your fingers look great! |
On fingers | marksman's copper ring of fire (+22%) marksman's copper ring of fire (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Changes stats: +3 Dex Changes resistances: +22% fire Changes damage: +11% fire Rings make your fingers look great! |
Around neck | steel amulet of strength (+3) steel amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str Amulets make your neck look great! |
Main armor | Eel-skin armour (16 def, 0 armour) Eel-skin armour (16 def, 0 armour)Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Defense: +16 (+8 eff.) Fatigue: +2% Changes stats: +3 Cun / +2 Dex Changes resistances: +15% lightning Poison immunity: +50% Pinning immunity: +50% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 25 power out of 50/50) : Effective talent level: 2.0 Power cost: 25 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 35.84 to 107.52 lightning damage (71.68 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Light source | Runygen the Quenchsweeper Runygen the QuenchsweeperInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Str / +2 Mag Changes resistances: +3% cold Mental save: +6 (+3 eff.) Light radius: +3 Infravision radius: +1 See stealth: +6 See invisible: +5 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. |
Cloak | Wretchstun the linen cloak (1 def, 0 armour) Wretchstun the linen cloak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 6 mind Changes stats: +1 Cun / +2 Dex Changes resistances: +3% nature Changes damage: +6% arcane / +3% mind Mana each turn: +0.04 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | hardened leather belt of the giants hardened leather belt of the giantsCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +2 (+1 eff.) Spell save: +5 (+2 eff.) Size category: +1 A belt that goes around your waist. |
Inventory
This item will automatically be transmogrified when you leave the level. regeneration infusion of the warrior (heal 148; 15 cd)regeneration infusion of the warrior (heal 148; 15 cd) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use 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 148 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
cleansing steel amulet of mastery (0.15 Spell / Dancing Weapon) cleansing steel amulet of mastery (0.15 Spell / Dancing Weapon)Infused by arcane disrupting forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +14% nature / +10% blight Talent mastery: +0.15 Spell / Dancing Weapon Poison immunity: +28% Disease immunity: +20% Amulets make your neck look great! |
copper ring of darkness (+22%) copper ring of darkness (+22%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% darkness Changes damage: +11% darkness Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. elm magestaff (10-12 power, 2 apr, lightning element)elm magestaff (10-12 power, 2 apr, lightning element) Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% lightning Talent granted: +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. iron greatsword 'Todig' (14-23 power, 1 apr)iron greatsword 'Todig' (14-23 power, 1 apr) Requires: - Magic 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 14.5 - 23.2 Uses stats: 120% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +4 mind Damage (radius 1) on hit: +10 fire When wielded/worn: Changes stats: +1 Cun Changes resistances: +6% mind / +3% temporal Hate when firing a critical mind attack: +2.00 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. Spectral Blade (26-42 power, 25 apr)Spectral Blade (26-42 power, 25 apr) Requires: - Magic 18 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 26.0 - 41.6 Uses stats: 130% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +25 Crit. chance: +3.0% Attack speed: 111% Damage (Melee): +15 arcane Damage (radius 2) on crit: +30 arcane silence When wielded/worn: Mana each turn: +0.50 Spellpower: +5 (+2 eff.) See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This sword appears weightless, and nearly invisible. |
This item will automatically be transmogrified when you leave the level. quiver of elm arrows (17/17, 14-19 power, 5 apr)quiver of elm arrows (17/17, 14-19 power, 5 apr) Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 13.5 - 18.9 Uses stats: 0% Dex, 120% Mag, 0% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +1.0% Capacity: 17 Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. steel shield (0 def, 4 armour, 18-21 power, 38 block)steel shield (0 def, 4 armour, 18-21 power, 38 block) Requires: - Shield usage training - Magic 16 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 17.5 - 21.0 Uses stats: 100% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +38 When wielded/worn: Armour: +4 Fatigue: +8% Talent granted: +1 Block Handheld deflection devices. |
Bindings of Eternal Night (12 def, 12 armour) Bindings of Eternal Night (12 def, 12 armour)Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 4 It is part of a set of items. A complementing item would be your crowning glory. When wielded/worn: Armour: +12 Defense: +12 (+6 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Wil / +5 Mag Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +15% cold / +15% arcane / +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
linen robe (0 def, 0 armour) linen robe (0 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven linen robe of nature (+16%) (0 def, 0 armour) mindwoven linen robe of nature (+16%) (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +16% nature / +7% all Changes damage: +11% nature Mental save: +15 (+6 eff.) Mindpower: +2 (+1 eff.) Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. woollen robe (0 def, 0 armour)woollen robe (0 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. rough leather armour (3 def, 2 armour)rough leather armour (3 def, 2 armour) Requires: - Magic 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Frigidclash the iron mail armour (2 def, 4 armour)Frigidclash the iron mail armour (2 def, 4 armour) Requires: - Heavy armour training - Magic 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +15% cold Changes resistances penetration: +5% lightning / +5% cold / +15% fire Changes damage: +12% cold A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. iron plate armour 'Flashpulverizer' (0 def, 7 armour)iron plate armour 'Flashpulverizer' (0 def, 7 armour) Requires: - Massive armour training - Magic 22 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Fatigue: +22% Changes resistances: +16% fire Changes resistances penetration: +20% light Changes damage: +3% light Hate when firing a critical mind attack: +2.00 Maximum hate: +2.00 Mindpower: +5 (+3 eff.) Mental crit. chance: +3% A suit of armour made of metal plates. |
blurring rough leather belt blurring rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+4 eff.) Stealth bonus: +5 A belt that goes around your waist. |
linen cloak (1 def, 0 armour) linen cloak (1 def, 0 armour)2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. 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.) When used to modify unarmed attacks: Base power: 7.0 - 7.7 Uses stats: 0% Dex, 0% Cun, 120% Mag, 0% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Slime Spit (35% chance level 1). These gloves are coated with a thick, green liquid. |
3 agate 3 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. |
5 spinel 5 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. |
2 ametrine 2 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. |
4 citrine 4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon 3 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. |
4 opal 4 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. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
74 alchemist agate 74 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. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 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. |
iron pickaxe (dig speed 36 turns) iron pickaxe (dig speed 36 turns)3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
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) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Achievements
Log
Vaya hits Mirror Challenge of Vaya for (30 absorbed), 0 physical, (7 absorbed), 0 arcane, (11 absorbed), 0 physical, (7 absorbed), 0 arcane, (13 absorbed), 0 physical, (7 absorbed), 0 arcane (0 total damage).
Mirror Challenge of Vaya hits Vaya for 30 reflected, 7 reflected, 11 reflected, 7 reflected, 13 reflected, 7 reflected (76 total damage).
Melee retaliation hits Vaya for 9 darkness, 2 mind, 9 darkness, 2 mind, 9 darkness, 2 mind (35 total damage).
Mirror Challenge of Vaya is suffering from insomnia.
Mirror Challenge of Vaya is free from the nightmare.
Mirror Challenge of Vaya reflects damage back to Vaya!
Eroded from Vaya hits Mirror Challenge of Vaya for (9 absorbed), 0 nature, (9 absorbed), 0 cold (0 total damage).
Nightmare from Vaya hits Mirror Challenge of Vaya for (15 absorbed), 0 darkness (0 total damage).
Mirror Challenge of Vaya hits Vaya for 9 reflected, 9 reflected, 15 reflected (33 total damage).
Vaya stops rejuvenating.
Eroded from Mirror Challenge of Vaya hits Vaya for 8 nature, 9 cold (17 total damage).
Mirror Challenge of Vaya casts Erosion Bolt.
Vaya misses Mirror Challenge of Vaya.
Vaya uses Dancing Strike.
Mirror Challenge of Vaya reflects damage back to Vaya!
Vaya hits Mirror Challenge of Vaya for (18 absorbed), 0 physical, (7 absorbed), 0 arcane (0 total damage).
Eldritch Combat hits Mirror Challenge of Vaya for (24 absorbed), 0 physical, (7 absorbed), 0 arcane (0 total damage).
Mirror Challenge of Vaya hits Vaya for 18 reflected, 7 reflected, 24 reflected, 7 reflected (57 total damage).
Melee retaliation hits Vaya for 9 darkness, 2 mind, 9 darkness, 2 mind (24 total damage).
Mirror Challenge of Vaya reflects damage back to Vaya!
Eroded from Vaya hits Mirror Challenge of Vaya for (11 absorbed), 0 nature, (11 absorbed), 0 cold (0 total damage).
Mirror Challenge of Vaya hits Vaya for 11 reflected, 11 reflected (22 total damage).
Talent Pure Waters is ready to use.
Talent Rising Waters is ready to use.
Eroded from Mirror Challenge of Vaya hits Vaya for 11 nature, 13 cold (24 total damage).
Mirror Challenge of Vaya reflects damage back to Vaya!
Mirror Challenge of Vaya hits Vaya for 33 physical, 7 arcane, 3 reflected, 16 physical, 7 arcane, 6 nature (72 total damage).
Melee retaliation hits Mirror Challenge of Vaya for (3 absorbed), 0 mind, (6 absorbed), 0 mind (0 total damage).
Vaya the level 14 cornac sea knight was splurged to death by Mirror Challenge of Vaya but nobody knew why her suddenly became evil on level 10 of Infinite Dungeon.