Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.5 |
| Addons | Stone Wardens DLC Class 1.0.5Donators/Buyers bonus! Items Vault 1.0.1Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Archer |
| Level / Exp | 18 / 51% |
| Size | medium |
| Lifes / Deaths | Killed by Lisobrenor the deformed fox at level 18 on the 2nd Haze 122nd year of Ascendancy at 13:50 / 1 |
Primary Stats
| Strength | 15 (base 12) |
| Dexterity | 57 (base 44) |
| Constitution | 19 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 10 (base 10) |
| Cunning | 36 (base 29) |
Resources
| Life | -13/392 |
| Stamina | 30/151 |
| Healing Factor | 1.45 |
| Regeneration | 2.9725 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +714% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
Offense: Mainhand
| Damage | 61 |
| Accuracy | 66 |
| Crit Chance | 14% |
| APR | 7 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20.7 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +9% |
| Physical | +5% |
| Mind | +3% |
| All | 0% |
Offense: Damage Penetration
| Physical | +5% |
Defense: Base
| Armour (hardiness) | 36.46 (63.098591549296%) |
| Defense | 19.45 |
| Ranged Defense | 19.45 |
| Fatigue | 9 |
| Physical Save | 11.9 |
| Spell Save | 7 |
| Mental Save | 16.1 |
Defense: Resistances
| Acid | + 25%( 70%) |
| Blight | + 10%( 70%) |
| Cold | + 12%( 70%) |
| All | 0%( 70%) |
| Darkness | + 10%( 70%) |
| Temporal | + 5%( 70%) |
| Lightning | + 6%( 70%) |
| Fire | + 10%( 70%) |
| Nature | + 3%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Pinning Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, physical effects and reduce all damage taken by 26% for 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 171 life over 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 274 damage for 8 turns. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 754% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Archery - bows | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 0.90 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Archery - slings | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Technique / Field control | 1.00 |
| 2/5 |
| 2/5 |
| 4/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The target is stunned, reducing damage by 70%, putting random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
| beneficial effect | The movement infusion allows you to run at extreme fast pace. Any other action other than movement will cancel it. Movement is 754% faster. Wild Speed |
| detrimental effect | The target is blinded, unable to see anything. Blinded |
| beneficial effect | Improves senses, allowing the detection of unseen things. Sensing |
| detrimental effect | The target is lost in a nightmare that deals 21.46 mind damage each turn and has a 27% chance to cause a random detrimental effect. Waking Nightmare |
| beneficial effect | The target is wide awake and has 23% resistance to sleep effects. Insomnia |
Quests
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you improved talent Charm Mastery (+1 level(s)). | 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 |
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 |
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 within4 lumberjacks have died. | done |
Equipment
| On feet | Bethulaith (0 def, 3 armour) Bethulaith (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +3 Cun / +2 Dex Changes resistances: +15% acid Changes damage: +9% blight It can be used to activate talent Disengage, placing all other charms into a 11 cooldown : Effective talent level: 2.0 Power cost: 11 out of 15/15. Range: 7.0 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | high-capacity quiver of ash arrows of erosion (13/27, 18.5-25.9 power, 7 apr) high-capacity quiver of ash arrows of erosion (13/27, 18.5-25.9 power, 7 apr)Requires: - Dexterity 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 18.5 - 25.9 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 27 Damage when this weapon hits(ranged): +6 nature / +6 temporal Arrows are used with bows to pierce your foes to death. |
| Light source | bright brass lantern bright brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +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. |
| On head | grounding iron helm of constitution (+3) (0 def, 3 armour) grounding iron helm of constitution (+3) (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Con Changes resistances: +6% lightning / +5% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | steel torque of clear mind [power 2] (3/15 cooldown) steel torque of clear mind [power 2] (3/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to absorb and nullify at most 2 detrimental mental status effects in the next 10 turns, placing all other charms into a 15 cooldown. Torques are made by powerful psionics to store psionic powers. |
| On fingers | steel ring 'Wildblur' steel ring 'Wildblur'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +1 Str Changes resistances: +3% nature Allows you to breathe in: water Maximum encumbrance: +21 Rings can have magical properties. |
| On fingers | steel ring of life steel ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Life regen: +0.90 Maximum life: +51.00 Healing mod.: +15% Rings can have magical properties. |
| Around waist | Relgachak RelgachakPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +6 Changes stats: +2 Dex Changes resistances penetration: +5% physical Maximum encumbrance: +20 It can be used to create a temporary shield that absorbs 191 damage, placing all other charms into a 22 cooldown. A belt that goes around your waist. |
| In main hand | steady yew longbow of true flight steady yew longbow of true flightRequires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 80% Firing range: +9 When wielded/worn: Accuracy: +14 Physical crit. chance: +5.0% Talent cooldown: Steady Shot (-1 turn) Longbows are used to shoot arrows at your foes. |
| On hands | sand dwarven-steel gauntlets of dexterity (+5) (0 def, 9 armour) sand dwarven-steel gauntlets of dexterity (+5) (0 def, 9 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +15 Armour: +9 Changes stats: +5 Dex Damage when the wearer hits(melee): 8 physical Changes damage: +5% physical Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Iron Mail of Bloodletting (2 def, 4 armour) Iron Mail of Bloodletting (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training Powered by arcane forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +12% Changes stats: +2 Str / +2 Con Changes resistances: +10% fire / +10% blight / +10% darkness / +10% acid Talent mastery: +0.10 Technique / Bloodthirst Life regen: +0.50 Healing mod.: +30% It can be used to activate talent Bloodcasting (costing 44 power out of 60/60) : Effective talent level: 2.0 Power cost: 44 out of 60/60. Range: 10.0 Travel Speed: instantaneous Is: a spell Description: For 4 turns, your corruption spells will consume health instead of vim if their cost is higher than your vim. Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
| Cloak | thick linen cloak (1 def, 6 armour) thick linen cloak (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 Changes resistances: +12% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Silann the copper amulet Silann the copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +4 Dex / +4 Cun / +4 Con Damage when the wearer hits(melee): 4 temporal Damage when the wearer is hit: 4 temporal Changes damage: +3% mind Life regen: +0.40 Stamina each turn: +0.50 Movement speed: +10% Amulets can have magical properties. |
Inventory
healing infusion of the duelist (heal 267) healing infusion of the duelist (heal 267)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: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 267 life. Its effects scale with your Dexterity 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. |
healing infusion of the wizard (heal 67) healing infusion of the wizard (heal 67)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: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 67 life. Its effects scale with your Magic 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. |
wild infusion (resist 10%; cure mental, physical) wild infusion (resist 10%; cure mental, physical)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: 16 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental, physical effects and reduce all damage taken by 10% for 4 turns. 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. |
phase door rune of the wizard (range 10; power 23; dur 5) phase door rune of the wizard (range 10; power 23; dur 5)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 23%, your defense is increased by 23 and all your resistances by 23%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune (range 103) teleportation rune (range 103)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 103 with a minimum range of 15. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Brandoracle the steel amulet Brandoracle the steel amuletCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +1 Wil Talent mastery: +0.14 Technique / Archery prowess Critical mult.: +5.00% Physical save: +14 Spell save: +13 Mental save: +17 Confusion immunity: +13% Hate per kill: +1.00 Mindpower: +6 Mental crit. chance: +3% Amulets can have magical properties. |
Furnacequill FurnacequillCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Changes resistances: +9% cold Changes damage: +9% fire Maximum encumbrance: +23 Resist all after a teleport: +2% Rings can have magical properties. |
Hurodin HurodinInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances penetration: +5% arcane Mental save: +6 Confusion immunity: +20% Spellpower: +4 Damage Shield penetration: +20% Rings can have magical properties. |
Stormterror the copper ring Stormterror the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Damage when the wearer hits(melee): 4 lightning / 4 darkness Changes resistances: +3% darkness / +3% lightning Spell save: +12 Maximum stamina: +14.00 Rings can have magical properties. |
rogue's steel ring of tenacity rogue's steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 Changes stats: +4 Cun Disarm immunity: +28% Pinning immunity: +28% Knockback immunity: +23% Maximum life: +25.00 Rings can have magical properties. |
steel ring of tenacity steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Disarm immunity: +24% Pinning immunity: +20% Knockback immunity: +23% Maximum life: +25.00 Rings can have magical properties. |
Umbral Razor (25-32.5 power, 10 apr) Umbral Razor (25-32.5 power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 35% Str, 15% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +9.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +3 Mag Changes resistances: +10% darkness Changes damage: +5% darkness Stealth bonus: +8 It can be used to activate talent Invoke Darkness (costing 6 power out of 10/10) : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 10.0 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 50.11 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
insidious steel dagger of crippling (10.5-13.65 power, 6 apr) insidious steel dagger of crippling (10.5-13.65 power, 6 apr)Requires: - Dexterity 16 Infused by nature Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 10.5 - 13.7 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Special effect when this weapon crits: cripple the target Damage when this weapon hits: +8 insidious poison When wielded/worn: Physical crit. chance: +4.0% Sharp, short and deadly. |
mighty ash longbow of lightning mighty ash longbow of lightningRequires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 80% Firing range: +7 Damage when this weapon hits(ranged): +7 lightning When wielded/worn: Physical power: +6 Changes stats: +1 Str Changes damage: +12% lightning Longbows are used to shoot arrows at your foes. |
Penitence (15-18 power, 4 apr, nature damage) Penitence (15-18 power, 4 apr, nature damage)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 120% Mag Damage type: Nature Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes resistances: +30% blight Damage affinity(heal): +20% nature Spellpower: +15 Spell crit. chance: +10% It can be used to cure diseases and poisons, costing 8 power out of 60/60. A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. |
steel waraxe 'Elenorain' (17.5-24.5 power, 3 apr) steel waraxe 'Elenorain' (17.5-24.5 power, 3 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 2 Base power: 17.5 - 24.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% When wielded/worn: Accuracy: +13 Defense: +6 Changes stats: +2 Str Damage when the wearer hits(melee): 8 mind Damage when the wearer is hit: 8 mind Changes resistances penetration: +5% mind Changes damage: +6% physical Stamina when hit: +0.60 One-handed war axes. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Chamythad (0 def, 0 armour) Chamythad (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +3 Str / +2 Dex / +6 Mag / +5 Wil Mana each turn: +0.18 Psi each turn: +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Arigen the pair of rough leather boots (0 def, 1 armour) Arigen the pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +1 Mag Changes resistances: +6% cold / +5% fire Changes resistances penetration: +10% blight Mana each turn: +0.04 Spellpower on spell critical (stacks up to 3 times): +2 A pair of boots made of leather. |
pair of iron boots 'Haneblek' (0 def, 3 armour) pair of iron boots 'Haneblek' (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Armour: +3 Fatigue: +2% Changes stats: +1 Str Damage when the wearer hits(melee): 2 mind Changes resistances: +7% lightning / +7% temporal Hate per kill: +1.00 Mental crit. chance: +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Falerab' (0 def, 1 armour) pair of rough leather boots 'Falerab' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when the wearer hits(melee): 6 blight Damage when the wearer is hit: 4 arcane Stamina each turn: +0.40 Maximum stamina: +13.00 Spell crit. chance: +4% A pair of boots made of leather. |
polar rough leather gloves of magic (+2) (0 def, 1 armour) polar rough leather gloves of magic (+2) (0 def, 1 armour)Powered by arcane forces Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Mag Damage when the wearer hits(melee): 6 cold Changes resistances: +6% cold Changes damage: +4% arcane / +3% cold Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather cap 'Kilnburst' (0 def, 1 armour) rough leather cap 'Kilnburst' (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: +3 Str Damage when the wearer is hit: 4 fire Changes resistances: +6% fire Changes resistances penetration: +15% fire Changes damage: +3% fire A cap made of leather. |
opal 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 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 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
Yvidhevena the dwarven-steel pickaxe (dig speed 3 turns) Yvidhevena the dwarven-steel pickaxe (dig speed 3 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +20 Changes stats: +9 Str / +3 Wil Changes resistances: +7% darkness / +7% fire Maximum vim: +40.00 Spell crit. chance: +5% When carried: Talent granted: +1 Dig It can be used to activate talent Perfect Strike, placing all other charms into a 19 cooldown : Effective talent level: 3.6 Power cost: 19 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +81 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. 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. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 146 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 is 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. |
Demonkill the steel torque of psychoportation [power 25] (3/28 cooldown) Demonkill the steel torque of psychoportation [power 25] (3/28 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Damage when the wearer is hit: 8 fire Changes resistances: +6% darkness / +9% fire Changes damage: +3% darkness It can be used to teleport randomly (rad 25), placing all other charms into a 28 cooldown. Torques are made by powerful psionics to store psionic powers. |
Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 Mindpower: +3 It can be used to activate talent Psionic Pull (costing 13 power out of 35/35) : Effective talent level: 3.0 Power cost: 13 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 39 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
psionic steel torque of thermal psionic shield [power 47] (3/15 cooldown) psionic steel torque of thermal psionic shield [power 47] (3/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all fire and cold damage by 47 for 6 turns, placing all other charms into a 15 cooldown. When used: 100% chance to regenerate 3 psi. Torques are made by powerful psionics to store psionic powers. |
steel torque of thermal psionic shield [power 45] (3/15 cooldown) steel torque of thermal psionic shield [power 45] (3/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all fire and cold damage by 45 for 6 turns, placing all other charms into a 15 cooldown. Torques are made by powerful psionics to store psionic powers. |
Issarim the ash totem of healing [power 110] (3/26 cooldown) Issarim the ash totem of healing [power 110] (3/26 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +1 Cun Changes damage: +3% mind Maximum hate: +8.00 It can be used to heals the target for 110, placing all other charms into a 26 cooldown. Natural totems are made by powerful wilders to store nature power. |
ash totem of cure illness [power 2] (3/15 cooldown) ash totem of cure illness [power 2] (3/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to removes up to 2 diseases from the target, placing all other charms into a 15 cooldown. Natural totems are made by powerful wilders to store nature power. |
ash totem of cure poisons 'Eremerain' [power 2] (3/15 cooldown) ash totem of cure poisons 'Eremerain' [power 2] (3/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Physical power: +4 Changes stats: +1 Dex Damage when the wearer hits(melee): 4 physical It can be used to removes up to 2 poisons from the target, placing all other charms into a 15 cooldown. When used: 100% chance to regenerate 4 equilibrium. Natural totems are made by powerful wilders to store nature power. |
Gunalagar the elm wand of illumination [power 6] (3/6 cooldown) Gunalagar the elm wand of illumination [power 6] (3/6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Damage when the wearer hits(melee): 2 arcane Damage when the wearer is hit: 4 arcane Changes resistances penetration: +5% arcane It can be used to light the area (rad 6), placing all other charms into a 6 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
defiled ash wand of detection [power 7] (3/11 cooldown) defiled ash wand of detection [power 7] (3/11 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Maximum vim: +8.00 It can be used to detect the presence of creatures around you (rad 7), placing all other charms into a 11 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Madness (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By GrmblArcher the Cornac Archer level 7
7th Mirth 122nd year of Ascendancy at 11:13 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By GrmblArcher the Cornac Archer level 10
5th Dusk 122nd year of Ascendancy at 15:08 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By GrmblArcher the Cornac Archer level 13
36th Dusk 122nd year of Ascendancy at 18:12 see stats
Log
GrmblArcher loses sight!
GrmblArcher succumbs to the nightmare!
GrmblArcher is stunned!
GrmblArcher succumbs to the nightmare!
Waking Nightmare from Lisobrenor the deformed fox hits GrmblArcher for (16 absorbed), 0 darkness, (16 absorbed), 0 darkness, (16 absorbed), 0 darkness (0 total damage).
GrmblArcher succumbs to the nightmare!
Waking Nightmare from Lisobrenor the deformed fox hits GrmblArcher for (19 absorbed), 0 darkness (0 total damage).
Your shield crumbles under the damage!
The shield around GrmblArcher crumbles.
Something hits GrmblArcher for (205 absorbed), 68 mind (68 total damage).
GrmblArcher succumbs to the nightmare!
GrmblArcher is no longer sleeping.
Waking Nightmare from Lisobrenor the deformed fox hits GrmblArcher for 19 darkness damage.
GrmblArcher deactivates Aim.
GrmblArcher uses Track.
GrmblArcher is no longer pinned.
Waking Nightmare from Lisobrenor the deformed fox hits GrmblArcher for 19 darkness damage.
Something hits GrmblArcher for 273 mind damage.
Something receives 1 healing (4 psi heal).
GrmblArcher uses Infusion: Movement.
GrmblArcher is moving freely.
GrmblArcher prepares for the next kill!.
Waking Nightmare from Lisobrenor the deformed fox hits GrmblArcher for 19 darkness damage.
Something receives 1 healing (4 psi heal).
Saving game...
