Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.1 |
| Addons | Items Vault 1.2.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Male |
| Race | Shalore |
| Class | Marauder |
| Level / Exp | 16 / 37% |
| Size | medium |
| Lifes / Deaths | Killed by Poryriarewe the bee swarm at level 16 on the 23rd Haze 122nd year of Ascendancy at 03:01 / 1 |
Primary Stats
| Strength | 55 (base 38) |
| Dexterity | 38 (base 25) |
| Constitution | 30 (base 10) |
| Magic | 26 (base 10) |
| Willpower | 22 (base 10) |
| Cunning | 28 (base 17) |
Resources
| Life | -2/576 |
| Stamina | 49/117 |
| Healing Factor | 1.12 |
| Regeneration | 7.336 |
Speed
| Mental | +22.485514547294% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +91.743119266055% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 3 |
Offense: Mainhand
| Damage | 82 |
| Accuracy | 38 |
| Crit Chance | 33% |
| APR | 25 |
| Speed | 0.82 |
Offense: Offhand
| Damage | 22 |
| Accuracy | 38 |
| Crit Chance | 33% |
| APR | 25 |
| Speed | 0.82 |
Offense: Spell
| Spellpower | 26.5 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23.3 |
| Crit Chance | 16% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 40.19 (73.452380952381%) |
| Defense | 26.596561919016 |
| Ranged Defense | 27.596561919016 |
| Fatigue | 19 |
| Physical Save | 47.916666666667 |
| Spell Save | 28.4 |
| Mental Save | 21.75 |
Defense: Resistances
| All | + 7%( 70%) |
Defense: Immunities
| Stun Resistance | 54% |
| Confusion Resistance | 44% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to instantly heal yourself for 129 and cleanse 1 wound and poison effect. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 587% 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 Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 353 life over 5 turns. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Battle tactics | 1.20 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Dual weapons | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Thuggery | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Field control | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 0/5 |
Effects
| talent | Momentum |
| talent | Precision |
| detrimental effect | Reduces global action speed by 9%. Slow |
| beneficial effect | Reduces physical damage received by 22% and provides 11% chances to ignore critial hits. Juggernaut |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| beneficial effect | The target filled with the spirit of the vorpal bunny! Granting +10% critical chance! Vorpal Bunny! |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| beneficial effect | 42% chance to score a secondary blow. Greater Weapon Focus |
| detrimental effect | The target is confused, acting randomly (chance 50%) and unable to perform complex actions. Confused |
| beneficial effect | The target filled with the spirit of the bunnies! This looks very very cute! Also whenever you deal damage you have 5% chances to turn into a vorpal bunny, increasing your critical chance by %10. Bunnyficated! |
| detrimental effect | The target's will to defend itself is shattered by the powerful battle cry, reducing defense by 18. Battle Cry |
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 |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a regenade Shaloren camp to the west. * You must explore the scintillating caves. * You must explore the renegade Shaloren camp. | active |
You failed to protect the injured seer from death by rogue. Escort: injured seer (level 2 of Ruins of Kor'Pul) | failed |
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 |
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 | traveler's pair of iron boots of tirelessness (0 def, 3 armour) traveler's pair of iron boots of tirelessness (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: -3% Maximum encumbrance: +21 Physical save: +6 Stamina each turn: +0.40 Maximum stamina: +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Anolen the Glarenail Anolen the GlarenailPowered by arcane forces Crafted by a master 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +5 Mag Changes resistances: +5% light Changes resistances penetration: +15% light Changes damage: +6% darkness / +6% light Damage affinity(heal): +5% darkness Spellpower: +7 Light radius: +3 Infravision radius: +3 It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 93.11 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Zubuvea the dwarven-steel helm (0 def, 4 armour) Zubuvea the dwarven-steel helm (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Armour: +4 Fatigue: +4% Changes stats: +3 Str / +4 Dex / +2 Mag / +4 Cun / +8 Con Changes resistances: -29% light Maximum encumbrance: +10 Physical save: +25 Life regen: +5.10 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | steady rough leather gloves of dexterity (+3) (0 def, 1 armour) steady rough leather gloves of dexterity (+3) (0 def, 1 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +18 Armour: +1 Changes stats: +3 Dex Physical save: +6 Mental save: +6 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Raventreason [power 2] (13 cooldown) Raventreason [power 2] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +6% darkness / +3% mind Changes resistances penetration: +5% mind Changes damage: +3% mind 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 13 cooldown. Torques are made by powerful psionics to store psionic powers. |
| On fingers | steel ring 'Thunderkarma' steel ring 'Thunderkarma'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Damage when hit (Melee): 4 lightning Changes stats: +3 Str Changes resistances: +3% lightning / +9% fire Changes resistances penetration: +10% fire Changes damage: +3% lightning Rings can have magical properties. |
| On fingers | opal ring opal ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Rings can have magical properties. |
| Around neck | Daneth's Neckguard Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con It can be used to activate talent Juggernaut (costing 30 power out of 42/60) : Effective talent level: 2.0 Power cost: 30 out of 42/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides 11% chances to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
| In main hand | Khelyhek the voratun longsword (54-75.6 power, 6 apr) Khelyhek the voratun longsword (54-75.6 power, 6 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 54.0 - 75.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +16 darkness Burst (radius 1) on hit: +4 temporal Burst (radius 2) on crit: +4 acid Damage against: +18% Living When wielded/worn: Physical crit. chance: +9.0% Effects on melee hit: * 20% chance to gain 10% of a turn Changes resistances penetration: +10% acid / +10% temporal Sharp, long, and deadly. |
| Around waist | Siluba SilubaPowered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Defense: +20 Ranged Defense: +2 Changes stats: +1 Dex / +5 Mag / +5 Wil Changes resistances: +12% light Stealth bonus: +14 Spell save: +20 Stun/Freeze immunity: +10% Maximum life: +60.00 Spell crit. chance: +6% A belt that goes around your waist. |
| In off hand | thought-forged steel dagger of massacre (20-26 power, 6 apr) thought-forged steel dagger of massacre (20-26 power, 6 apr)Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc This weapon will act as a psionic focus. Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 12% chance to cause random insanity Damage (Melee): +5 mind When wielded/worn: Changes stats: +2 Cun / +2 Wil Sharp, short and deadly. |
| Cloak | Cinderbrawn the cashmere cloak (2 def, 0 armour) Cinderbrawn the cashmere cloak (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 Armour penetration: +5 Defense: +2 Damage when hit (Melee): 4 lightning / 8 fire Changes stats: +5 Str / +2 Dex / +2 Cun / +4 Con Changes resistances: +9% fire Changes damage: +6% lightning / +3% fire Physical save: +17 Maximum life: +133.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | dwarven-steel mail armour of Eyal (3 def, 8 armour) dwarven-steel mail armour of Eyal (3 def, 8 armour)Requires: - Strength 28 - Talent Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 Fatigue: +16% Life regen: +1.20 Maximum life: +51.00 Healing mod.: +12% A suit of armour made of mail. |
Inventory
sun infusion (rad 6; power 21; turns 4; dispells darkness) sun infusion (rad 6; power 21; turns 4; dispells darkness)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 brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 21) 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. |
sun infusion of the wizard (rad 6; power 52; turns 3; dispells darkness) sun infusion of the wizard (rad 6; power 52; turns 3; dispells darkness)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 brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 26). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 52) for 3 turns. 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 of the psychic (resist 19%; cure physical) wild infusion of the psychic (resist 19%; cure physical)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 Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 19% for 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. |
teleportation rune (range 44) teleportation rune (range 44)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: 19 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 44 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. |
teleportation rune of the titan (range 76) teleportation rune of the titan (range 76)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: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 76 with a minimum range of 15. Its effects scale with your Constitution 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. |
Silibeth the steel ring Silibeth the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +6% blight / +3% nature Physical save: +8 Spell save: +10 Mental save: +6 Rings can have magical properties. |
gold ring 'Mucksage' gold ring 'Mucksage'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +2 Damage when hit (Melee): 16 mind / 16 physical Changes resistances: +3% nature Changes damage: +6% nature Mental save: +10 Confusion immunity: +38% Life regen: +0.20 Rings can have magical properties. |
rogue's copper ring of power rogue's copper ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 Defense: +4 Changes stats: +2 Cun Spellpower: +6 Mindpower: +6 Rings can have magical properties. |
Aeroma (14.5-18.85 power, 5 apr) Aeroma (14.5-18.85 power, 5 apr)Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 14.5 - 18.9 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Str Changes damage: +3% blight Spellpower on spell critical (stacks up to 3 times): +2 Damage Shield penetration: +10% Sharp, short and deadly. |
Aerywen the iron dagger (9.5-12.35 power, 5 apr) Aerywen the iron dagger (9.5-12.35 power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.4 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +8 arcane / +7 cold When wielded/worn: Changes resistances penetration: +5% acid Changes damage: +3% acid Sharp, short and deadly. |
blazebringer's dwarven-steel dagger of massacre (27-35.1 power, 7 apr) blazebringer's dwarven-steel dagger of massacre (27-35.1 power, 7 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 Base power: 27.0 - 35.1 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Burst (radius 2) on crit: +9 fire When wielded/worn: Changes resistances penetration: +7% fire Global speed: +2% Sharp, short and deadly. |
blazebringer's steel dagger (13-16.9 power, 6 apr) blazebringer's steel dagger (13-16.9 power, 6 apr)Requires: - Dexterity 16 Infused by nature 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 13.0 - 16.9 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% Burst (radius 2) on crit: +8 fire When wielded/worn: Changes resistances penetration: +5% fire Global speed: +2% Sharp, short and deadly. |
Bill's Tree Trunk (30-51 power, 7 apr) Bill's Tree Trunk (30-51 power, 7 apr)Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.0 - 51.0 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: It can be used to activate talent Shattering Blow (costing 20 power out of 20/20) : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 118% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 60% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
Brenidir (29-43.5 power, 2 apr) Brenidir (29-43.5 power, 2 apr)Requires: - Strength 16 Powered by arcane forces 5.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 29.0 - 43.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% Damage (Melee): +13 temporal When wielded/worn: Accuracy: +2 Armour penetration: +2 Damage when hit (Melee): 9 temporal Changes stats: +2 Str Changes resistances: +7% temporal Only die when reaching: -80.00 life Massive two-handed mauls. |
Glulramira GlulramiraRequires: - Dexterity 48 - Talent Shoot Infused by nature Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +24 nature Burst (radius 1) on hit: +4 mind When wielded/worn: Changes resistances: +16% acid / +13% fire / +14% cold / +14% lightning / +7% all Changes resistances penetration: +9% nature / +19% physical Changes damage: +13% physical Spell save: +13 Maximum hate: +4.00 Maximum psi: +30.00 Mindpower: +6 Mental crit. chance: +4% Longbows are used to shoot arrows at your foes. |
Ulfydor UlfydorRequires: - Dexterity 16 - Talent Shoot 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: 125% Firing range: +7 Burst (radius 2) on crit: +4 physical When wielded/worn: Physical power: +7 Changes stats: +3 Str Maximum encumbrance: +10 Physical save: +3 Longbows are used to shoot arrows at your foes. |
Ce'Nodatira the cured leather sling Ce'Nodatira the cured leather slingRequires: - Dexterity 16 - Talent Shoot Infused by arcane disrupting forces 4.00 Encumbrance. Type: weapon / sling ; tier 2 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 When wielded/worn: Changes stats: +1 Cun Changes resistances: +9% acid / +10% fire / +9% cold / +9% lightning Changes damage: +9% mind Spell save: +6 Psi when hit: +0.12 Slings are used to hurl stones or metal shots at your foes. |
Chamiran the cured leather sling Chamiran the cured leather slingRequires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 2 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 Damage (Ranged): +6 acid Burst (radius 1) on hit: +2 arcane When wielded/worn: Changes stats: +2 Str / +2 Dex Changes resistances penetration: +10% physical Changes damage: +11% acid / +9% physical Slings are used to hurl stones or metal shots at your foes. |
Glintpanic GlintpanicRequires: - Dexterity 16 - Talent Shoot Infused by nature Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 2 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 Burst (radius 1) on hit: +2 light When wielded/worn: Accuracy: +7 Physical crit. chance: +6.0% Changes stats: +1 Dex / +1 Mag / +1 Wil / +3 Con Changes resistances: +10% acid / +7% fire / +9% cold / +8% lightning Changes damage: +6% light Talent mastery: +0.10 Wild-gift / Fungus Spell save: +6 It can be used to regenerate 62 life over 5 turns, placing all other charms into a 20 cooldown. Slings are used to hurl stones or metal shots at your foes. |
Penitence (15-18 power, 4 apr, physical element) Penitence (15-18 power, 4 apr, physical element)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: +2.5% 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 10 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. |
Amebers the Pitchdream (12.5-17.5 power, 3 apr) Amebers the Pitchdream (12.5-17.5 power, 3 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 12.5 - 17.5 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% On weapon hit: * 20% chance to gain 10% of a turn Damage (Melee): +6 nature / +7 temporal / +8 darkness When wielded/worn: Damage when hit (Melee): 4 darkness Changes resistances: +6% temporal 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. |
insulating rough leather belt of carrying insulating rough leather belt of carryingPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +6% cold / +5% fire Maximum encumbrance: +25 A belt that goes around your waist. |
Ce'Newen (1 def, 0 armour) Ce'Newen (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Effects on melee hit: * Slows global speed by 30% Changes stats: +2 Wil / +1 Mag Changes resistances: +6% fire / +3% temporal / +3% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Brightmark (0 def, 0 armour) Brightmark (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 4 fire Changes resistances: +16% lightning Changes damage: +11% lightning / +9% fire A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Toruvor the woollen robe (0 def, 0 armour) Toruvor the woollen robe (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +2 Dex Changes resistances: +14% blight / +12% fire Changes damage: +14% blight Physical save: +3 Spell save: +3 Mental save: +6 Pinning immunity: +10% Stun/Freeze immunity: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Earugar the pair of iron boots (0 def, 3 armour) Earugar the pair of iron boots (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Armour: +3 Fatigue: +2% Changes damage: +6% physical Spell save: +3 Maximum stamina: +5.00 Spellpower: +4 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Polaldanor the pair of rough leather boots (0 def, 1 armour) Polaldanor the pair of rough leather boots (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +1 Armour: +1 Fatigue: +1% Changes stats: +2 Dex Changes damage: +3% physical Spellpower: +4 A pair of boots made of leather. |
stealthy pair of rough leather boots (0 def, 1 armour) stealthy 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: +6 Lck / +4 Dex Stealth bonus: +5 A pair of boots made of leather. |
Xanenne (0 def, 1 armour) Xanenne (0 def, 1 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 Armour: +1 Effects on melee hit: * 30% chance to corrode armor Changes stats: +3 Dex Changes damage: +3% acid Critical mult.: +5.00% Mental save: +3 Mental crit. chance: +1% Metal gloves protecting the hands up to the middle of the lower arm. |
restful rough leather gloves of magic (+3) (0 def, 1 armour) restful rough leather gloves of magic (+3) (0 def, 1 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Mag Changes damage: +4% arcane Life regen: +1.50 Stamina each turn: +0.60 Maximum stamina: +12.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
linen wizard hat of light (+16%) (1 def, 0 armour) linen wizard hat of light (+16%) (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes resistances: +16% light Changes damage: +11% light A pointy cloth hat, very wizardly... |
enlightening cured leather armour of spell shielding (2 def, 4 armour) enlightening cured leather armour of spell shielding (2 def, 4 armour)Requires: - Strength 14 Powered by arcane forces Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +7% Changes stats: +4 Cun / +3 Wil Changes resistances: +6% arcane Spell save: +13 Mental save: +12 A suit of armour made of leather. |
Coral Spray (8 def, 8 armour, 48 block) Coral Spray (8 def, 8 armour, 48 block)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When wielded/worn: Armour: +8 Defense: +8 Fatigue: +12% Changes resistances: +10% fire / +15% cold Talent granted: +2 Block Maximum air capacity: +20.00 Special effect on block: Chance that a blast of icy cold water will spray at the target. A chunk of jagged coral, dredged from the ocean. |
agate 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 Gems can be sold for money or used in arcane rituals. |
137 alchemist agate 137 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. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
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 Gems can be sold for money or used in arcane rituals. |
5 topaz 5 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. |
iron pickaxe of endurance (dig speed 39 turns) iron pickaxe of endurance (dig speed 39 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 36 turns) woodsman's iron pickaxe (dig speed 36 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
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 (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, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
steel torque of kinetic psionic shield 'Betukira' [power 53] (20 cooldown) steel torque of kinetic psionic shield 'Betukira' [power 53] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Effects on melee hit: * 15% chance to corrode armor Changes resistances: +12% acid Changes resistances penetration: +5% acid Changes damage: +3% acid It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 53 for 7 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
Elassra the ash totem of cure ailments [power 2] (10 cooldown) Elassra the ash totem of cure ailments [power 2] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +1 Mag Changes damage: +3% mind Mana when firing critical spell: +3.00 It can be used to remove up to 2 poisons or diseases from the target, placing all other charms into a 10 cooldown. When used: 100% chance to regenerate 4 equilibrium. Natural totems are made by powerful wilders to store nature power. |
quick ash totem of thorny skin [power 24] (15 cooldown) quick ash totem of thorny skin [power 24] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to harden the skin for 7 turns increasing armour by 24 and armour hardiness by 40%, placing all other charms into a 15 cooldown. Natural totems are made by powerful wilders to store nature power. |
amethyst 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% Gems can be sold for money or used in arcane rituals. |
ash wand of clairvoyance 'Arothad' [power 9] (5 cooldown) ash wand of clairvoyance 'Arothad' [power 9] (5 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Changes resistances: +3% blight Changes damage: +9% blight Hate when firing a critical mind attack: +2.00 It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 9), placing all other charms into a 5 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 zircon 2 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 Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Madness (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Grmbl Mar the Shalore Marauder level 10
4th Dusk 122nd year of Ascendancy at 21:46 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Grmbl Mar the Shalore Marauder level 10
10th Mirth 122nd year of Ascendancy at 07:28 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By Grmbl Mar the Shalore Marauder level 13
41st Dusk 122nd year of Ascendancy at 07:45 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.By Grmbl Mar the Shalore Marauder level 10
11st Dusk 122nd year of Ascendancy at 22:09 see stats
Log
Grmbl Mar receives 95 healing from Infusion: Healing.
Grmbl Mar is confused and fails to use Dual Strike.
Green mold releases poisonous spores at Grmbl Mar.
Grmbl Mar stops regenerating health quickly.
Green mold hits Grmbl Mar for 22 nature damage.
Grmbl Mar hits Green mold for 7 lightning, 7 fire (14 total damage).
Poryriarewe the bee swarm hits Grmbl Mar for 52 physical damage.
Grmbl Mar hits Poryriarewe the bee swarm for 7 lightning, 7 fire (14 total damage).
Poryriarewe the bee swarm hits Grmbl Mar for 43 physical damage.
Grmbl Mar hits Poryriarewe the bee swarm for 7 lightning, 7 fire (14 total damage).
Grmbl Mar is confused and fails to use Dual Strike.
Grmbl Mar has regained its confidence.
Grmbl Mar slows down.
Grmbl Mar is moving less freely.
Grmbl Mar aims less carefully.
Poryriarewe the bee swarm hits Grmbl Mar for 62 physical damage.
Grmbl Mar hits Poryriarewe the bee swarm for 7 lightning, 7 fire (14 total damage).
Green mold releases poisonous spores at Grmbl Mar.
Green mold misses Grmbl Mar.
Poryriarewe the bee swarm hits Grmbl Mar for 50 physical damage.
Grmbl Mar hits Poryriarewe the bee swarm for 7 lightning, 7 fire (14 total damage).
Grmbl Mar is confused and fails to use Dual Strike.
Poryriarewe the bee swarm hits Grmbl Mar for 58 physical damage.
Grmbl Mar hits Poryriarewe the bee swarm for 7 lightning, 7 fire (14 total damage).
Poryriarewe the bee swarm hits Grmbl Mar for 63 physical damage.
Grmbl Mar hits Poryriarewe the bee swarm for 7 lightning, 7 fire (14 total damage).
Poryriarewe the bee swarm slows down.
Saving game...
