








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Higher |
Class | Brawler |
Level / Exp | 23 / 16% |
Size | medium |
Lifes / Deaths | Killed by Mayovena the master vampire at level 23 on the 25th Pyre 123rd year of Ascendancy at 17:19 / 1 |
Primary Stats
Strength | 60 (base 22) |
Dexterity | 63 (base 43) |
Constitution | 44 (base 21) |
Magic | 15 (base 10) |
Willpower | 25 (base 11) |
Cunning | 53 (base 38) |
Resources
Life | -69/740 |
Stamina | 67/203 |
Healing Factor | 1.3383177570094 |
Regeneration | 20.867417139602 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -50% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 6 |
See Stealth | 45.917039101198 |
See Invisible | 45.917039101198 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major |
Offense: Barehand
Damage | 91 |
Accuracy | 51 |
Crit Chance | 26% |
APR | 9 |
Speed | 1.00 |
Offense: Spell
Spellpower | 15 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 31 |
Crit Chance | 16% |
Speed | 1 |
Offense: Damage Bonus
Fire | +14% |
All | 0% |
Offense: Damage Penetration
Physical | +25% |
Defense: Base
Armour (hardiness) | 43 (36.618610747051%) |
Defense | 44 |
Ranged Defense | 44 |
Fatigue | 9.5475638051044 |
Physical Save | 41 |
Spell Save | 29 |
Mental Save | 26 |
Defense: Resistances
Acid | + 13%( 70%) |
Lightning | + 18%( 70%) |
Temporal | + 7%( 70%) |
Cold | + 23%( 70%) |
Physical | + 2%( 70%) |
Fire | + 40%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 25% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 9. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 36%, your defense is increased by 36 and all your resistances by 36%. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 29% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Class Talents
Technique / Pugilism | 1.30 |
| 4/5 |
| 4/5 |
| 2/5 |
| 2/5 |
Technique / Combat techniques | 1.10 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Finishing moves | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Cunning / Tactical | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Grappling | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat veteran | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Unarmed training | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Cunning / Survival | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Higher | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.10 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.10 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
talent | Striking Stance |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | Countering melee attacks: Has a 37% chance to get an automatic counter attack when avoiding a melee attack. (1.7 counters remaining) Counter Attacking |
detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
beneficial effect | A flow of life spins around the target, regenerating 12.00 life per turn. Regeneration |
beneficial effect | The target is in the middle of a combo chain and has earned 5 combo points. 5 Combo |
detrimental effect | The target is infected by a disease, reducing its constitution by 9 and doing 27.98 blight damage per turn. Rotting Disease |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved Strength by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved Strength by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Unflinching Resolve (+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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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 have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. The fortress's current energy level is: 14. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. You have aided Marus of Elvala in creating an elixir of the savior. You have aided Marus of Elvala in creating an elixir of mastery. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Str / +5 Dex / +2 Con / +8 Lck Stealth bonus: +7 It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.2 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
On hands | ![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +2 Damage (Melee): 4 acid / 5 fire / 3 lightning / 5 cold Changes stats: +2 Str / +2 Mag / +2 Wil When used to modify unarmed attacks: Base power: 23.0 - 32.2 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 125% Damage (Melee): +4 ice / +4 fire / +8 lightning / +13 acid Metal gloves protecting the hands up to the middle of the lower arm. |
On head | ![]() Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +16 Defense: +7 (+2 eff.) Fatigue: +4% Effects when hit in melee: * 12% chance to gain 10% of a turn (3/turn limit) Changes stats: +6 Cun / +2 Mag Changes resistances: +9% cold Physical save: +6 (+2 eff.) Silence immunity: +25% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Accuracy: +4 (+2 eff.) Armour: +6 Changes stats: +2 Dex Maximum wards: +2 physical / +2 mind / +3 darkness Changes resistances penetration: +25% physical Talent granted: +1 Ward It can be used to teleport randomly (rad 48), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +6 Str / +6 Con Rings can have magical properties. |
On fingers | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical crit. chance: +3.0% Changes stats: +5 Dex / +5 Wil Changes resistances: +28% fire Changes damage: +14% fire Maximum life: +30.00 Maximum psi: +20.00 Healing mod.: +10% Rings can have magical properties. |
Around neck | ![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Damage affinity(heal): +15% nature Life regen: +0.20 Mindpower: +5 (+3 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 40 power out of 24/40) : Effective talent level: 2.0 Power cost: 40 out of 24/40. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 193 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Main armor | ![]() Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +7 (+2 eff.) Fatigue: +8% Changes stats: +5 Str / +4 Dex Physical save: +8 (+3 eff.) A suit of armour made of leather. |
Light source | ![]() Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 8 fire Changes stats: +6 Cun / +2 Wil Grants telepathy: Demon/Minor Demon/Major Maximum life: +51.00 Maximum psi: +20.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
Cloak | ![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +10 Defense: +2 (+1 eff.) Damage when hit (Melee): 12 nature Changes resistances: +7% acid / +2% physical / +7% cold / +7% lightning / +6% fire Physical save: +9 (+3 eff.) Spell save: +20 (+10 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | ![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +6% acid / +8% temporal / +6% fire / +12% lightning / +7% cold A belt that goes around your waist. |
Inventory
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 100.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. 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. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to become invisible (power 14) for 5 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Dexterity 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. |
![]() 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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 250 damage for 3 turns. 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. |
![]() 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: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 80 with a minimum range of 15. Its effects scale with your Strength 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. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Mag Changes resistances: +9% lightning / +6% cold / +12% darkness Changes damage: +5% physical / +4% temporal / +5% darkness / +5% light Mental save: +6 (+3 eff.) Knockback immunity: +25% Spellpower: +4 (+4 eff.) Spell crit. chance: +4% Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +10% light / +10% darkness Blindness immunity: +21% Amulets can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Disarm immunity: +24% Pinning immunity: +22% Knockback immunity: +20% Maximum life: +22.00 Rings can have magical properties. |
![]() Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +22% acid Changes damage: +11% acid Mental save: +6 (+3 eff.) Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Blindness immunity: +30% Infravision radius: +3 See stealth: +6 See invisible: +7 Rings can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Con Changes resistances: +22% lightning Changes damage: +11% lightning Spell save: +12 (+6 eff.) Maximum stamina: +18.00 Rings can have magical properties. |
![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+1 eff.) Changes stats: +4 Cun / +6 Wil Spellpower: +6 (+5 eff.) Mindpower: +11 (+6 eff.) Rings can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +6 Changes resistances: +6% lightning Blindness immunity: +15% Teleport immunity: +15% Life regen: +0.90 Maximum life: +41.00 Healing mod.: +15% Heals friendly targets nearby when you use a nature summon: +30 Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +10 Damage when hit (Melee): 20 fire Changes stats: +5 Str Changes resistances: +6% mind / +6% fire Changes resistances penetration: +20% fire Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings can have magical properties. |
![]() flaming dwarven-steel mace (26-36.4 power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 26.0 - 36.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% Burst (radius 1) on hit: +9 fire Blunt and deadly. |
![]() shimmering yew vilestaff (20-24 power, 4 apr, blight element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% blight Talent granted: +1 Command Staff Mana each turn: +0.19 Maximum mana: +57.00 Spellpower: +9 (+7 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Effects on melee hit: * Slows global speed by 30% Changes resistances: +5% arcane Physical save: +6 (+2 eff.) Silence immunity: +25% Mindpower: +2 (+1 eff.) A belt that goes around your waist. |
![]() dreamer's cashmere robe (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +16% mind / +13% darkness Physical save: +13 (+4 eff.) Spell save: +12 (+6 eff.) Mental save: +26 (+13 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +15 Fatigue: +3% Changes resistances: +9% fire Reduces incoming crit damage: 15.00% Silence immunity: +20% Pinning immunity: +10% Stun/Freeze immunity: +10% Infravision radius: +2 A pair of boots made of leather. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +4 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +3% Changes resistances: +12% acid / +9% blight / +9% darkness / +3% lightning Changes resistances penetration: +10% acid Changes damage: +12% acid A pair of boots made of leather. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Physical save: +6 (+2 eff.) Spell save: +5 (+3 eff.) Mental save: +5 (+2 eff.) A pair of boots made of leather. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% lightning / +6% temporal Stamina each turn: +0.30 Maximum stamina: +11.00 A pair of boots made of leather. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +7% blight / +11% cold / +7% nature Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 16 mind Changes stats: +2 Dex / +1 Wil Changes resistances penetration: +10% light Heals friendly targets nearby when you use a nature summon: +20 A cap made of leather. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Physical save: +11 (+4 eff.) A cap made of leather. |
![]() enlightening dwarven-steel mail armour (3 def, 8 armour) Requires: - Strength 28 - Talent Heavy Armour Training Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +16% Changes stats: +4 Cun / +5 Wil Mental save: +10 (+5 eff.) A suit of armour made of mail. |
![]() Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Changes resistances: +9% darkness / +47% cold / +6% nature / +6% fire Changes resistances penetration: +15% fire A suit of armour made of leather. |
![]() Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +8 Defense: +7 (+2 eff.) Fatigue: +8% Changes stats: +5 Cun / +4 Dex Life regen: +1.80 Maximum life: +48.00 Healing mod.: +12% A suit of armour made of leather. |
![]() Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 10 physical Changes resistances: +15% lightning A suit of armour made of leather. |
![]() coruscating dwarven-steel shield (8 def, 2 armour, 80 block) Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+3 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +12% Damage when hit (Melee): 20 fire Changes stats: +2 Str Changes resistances: +13% fire Talent granted: +3 Block Handheld deflection devices. |
![]() Infused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 100 power out of 100/100. The very essence of bearness! |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +6 Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 nature Changes stats: +5 Str Changes resistances: +12% darkness Changes resistances penetration: +25% darkness / +10% nature When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 2.2 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +60 accuracy and allowing you to attack creatures you cannot see without penalty for the next 3 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature 0.00 Encumbrance. [Plot Item] Type: gem / green ; tier 5 When wielded/worn: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Life regen: +2.00 Healing mod.: +30% When used to imbue an object: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Stun/Freeze immunity: +30% Life regen: +2.00 Healing mod.: +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (76 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 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. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 11 fire Changes stats: +3 Wil Changes resistances: +6% fire Changes damage: +6% mind Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+3 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 8 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Powered 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. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Damage when hit (Melee): 12 darkness / 20 light Changes resistances: +6% light Changes damage: +12% light / +3% darkness Light radius: +3 It can be used to fire a blast of psionic energies in a range 7 beam dealing 26.60 to 53.20 mind damage, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 3 psi. Torques are made by powerful psionics to store psionic powers. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to disarm traps (39 bonus disarm power, based on Magic) along a range 2 line, putting all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Rytarav the Higher Brawler level 19
36th Regrowth 123rd year of Ascendancy at 14:31 see stats
By Rytarav the Higher Brawler level 15
28th Haze 122nd year of Ascendancy at 13:16 see stats
By Rytarav the Higher Brawler level 16
5th Decay 122nd year of Ascendancy at 11:10 see stats
By Rytarav the Higher Brawler level 22
70th Regrowth 123rd year of Ascendancy at 12:22 see stats
By Rytarav the Higher Brawler level 10
9th Mirth 122nd year of Ascendancy at 06:50 see stats
By Rytarav the Higher Brawler level 20
36th Regrowth 123rd year of Ascendancy at 17:55 see stats
By Rytarav the Higher Brawler level 15
40th Haze 122nd year of Ascendancy at 09:45 see stats
By Rytarav the Higher Brawler level 17
10th Allure 123rd year of Ascendancy at 13:10 see stats
By Rytarav the Higher Brawler level 9
7th Mirth 122nd year of Ascendancy at 16:39 see stats
By Rytarav the Higher Brawler level 17
9th Allure 123rd year of Ascendancy at 21:10 see stats
By Rytarav the Higher Brawler level 15
59th Haze 122nd year of Ascendancy at 12:33 see stats
Log
Rytarav hits Mayovena the master vampire for (16 resist armour), 77 physical, (0 resist armour), 0 cold, (11 resist armour), 0 acid, (4 resist armour), 0 fire, (7 resist armour), 0 lightning, (3 resist armour), 0 acid, (2 resist armour), 0 lightning, (0 resist armour), 0 cold, (5 resist armour), 0 fire, (16 resist armour), 97 physical, (0 resist armour), 0 cold, (11 resist armour), 0 acid, (4 resist armour), 0 fire, (7 resist armour), 0 lightning, (3 resist armour), 0 acid, (2 resist armour), 0 lightning, (0 resist armour), 0 cold, (5 resist armour), 0 fire (175 total damage).
Mayovena the master vampire hits Rytarav for (24 resist armour), 0 light, (10 resist armour), 0 physical, (24 resist armour), 0 light, (10 resist armour), 0 physical (0 total damage).
Mayovena the master vampire drains life from Rytarav!
Mayovena the master vampire hits Rytarav for (28 resist armour), 68 blight, (5 resist armour), 0 blight (68 total damage).
Rytarav hits Mayovena the master vampire for 27 healing, (8 resist armour), 0 fire, (2 resist armour), 0 nature (0 total damage) [28 healing].
Grappling hits Mayovena the master vampire for (9 resist armour), 0 physical (0 total damage).
Rotting Disease from Mayovena the master vampire hits Rytarav for (24 resist armour), 0 blight (0 total damage).
Mayovena the master vampire receives 64 healing.
Grappled from Rytarav hits Mayovena the master vampire for (16 resist armour), 17 physical (17 total damage).
Rytarav lashes out with a spinning backhand.
Mayovena the master vampire shrugs off the effect 'Frozen'!
Mayovena the master vampire is free from the grapple.
Rytarav has released the hold.
Rytarav hits Mayovena the master vampire for (16 resist armour), 174 physical, (0 resist armour), 0 cold, (11 resist armour), 0 acid, (4 resist armour), 0 fire, (7 resist armour), 0 lightning, (3 resist armour), 0 acid, (2 resist armour), 0 lightning, (0 resist armour), 0 cold, (5 resist armour), 0 fire (175 total damage).
Grappling hits Mayovena the master vampire for (0 resist armour), 0 physical (0 total damage).
Mayovena the master vampire hits Rytarav for (28 resist armour), 1 light, (12 resist armour), 0 physical (1 total damage).
Mayovena the master vampire throws a finishing uppercut.
Mayovena the master vampire drains life from Rytarav!
Rytarav is stunned!
Mayovena the master vampire hits Rytarav for (28 resist armour), 196 blight, (6 resist armour), 0 blight (197 total damage).
Rytarav hits Mayovena the master vampire for 79 healing, (8 resist armour), 0 fire, (2 resist armour), 0 nature (0 total damage) [80 healing].
Rotting Disease from Mayovena the master vampire hits Rytarav for (28 resist armour), 1 blight (1 total damage).
Mayovena the master vampire receives 64 healing.
Connection to online server lost, trying to reconnect.
Connection to online server established.
There is a previous level here (press '' or right click to use).
Mayovena the master vampire rushes out!
Saving game...