









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Berserker |
| Level / Exp | 18 / 9% |
| Size | medium |
| Lifes / Deaths | Killed by Salabeth the mean looking elven guard at level 15 on the 48th Dusk 122nd year of Ascendancy at 05:38 2 / 4Killed by ritch flamespitter at level 17 on the 2nd Allure 123rd year of Ascendancy at 08:57 Killed by ritch flamespitter at level 18 on the 3rd Allure 123rd year of Ascendancy at 07:47 Killed by InsanelySkelzerkan at level 18 on the 3rd Allure 123rd year of Ascendancy at 08:38 |
Primary Stats
| Strength | 66 (base 44) |
| Dexterity | 23 (base 11) |
| Constitution | 42 (base 33) |
| Magic | 12 (base 10) |
| Willpower | 13 (base 10) |
| Cunning | 19 (base 12) |
Resources
| Life | 716/716 |
| Stamina | 158/158 |
| Healing Factor | 1.3764150943395 |
| Regeneration | 0.34410377358487 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 5 |
| See Stealth | 20.783939787388 |
| See Invisible | 26.783939787388 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 137 |
| Accuracy | 34 |
| Crit Chance | 24% |
| APR | 15 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 17 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +3% |
| Cold | +11% |
| Nature | +5% |
Offense: Damage Penetration
| Light | +5% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 52.723073231957 (93.924050632911%) |
| Defense | 24 |
| Ranged Defense | 27 |
| Fatigue | 26 |
| Physical Save | 34 |
| Spell Save | 8 |
| Mental Save | 25 |
Defense: Resistances
| Acid | + 9%( 70%) |
| Nature | + 13%( 70%) |
| Lightning | + 13%( 70%) |
| Cold | + 45%( 70%) |
| Physical | + 10%( 70%) |
| Fire | + 12%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Pinning Resistance | 20% |
| Bleed Resistance | 100% |
| Disarm Resistance | 24% |
| Fear Resistance | 100% |
| Stun Resistance | 15% |
| Poison Resistance | 100% |
| Knockback Resistance | 73% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 40.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a 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 15%, your defense is increased by 15 and all your resistances by 15%. |
Class Talents
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Bloodthirst | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 5/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire) | done |
You failed to protect the lost warrior from death by Betheritira the large brown snake. Escort: lost warrior (level 2 of Ruins of Kor'Pul) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you improved Magic by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * You've found the needed snow giant kidney. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed pouch of bone giant dust. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' | 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 |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
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 | Bethynn the pair of rough leather boots (0 def, 7 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +6 (+1 eff.) Dmg.mod +3% physical Acc +10 (+5 eff.) Apr +5 ----- def ----- Armour +7 Fatigue +1% Heal.mod +15% A pair of boots made of leather. |
| Light source | bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +41.00 ---------- misc Light +4 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 | hardened leather cap of might (0 def, 3 armour)2.0 T3 head armor [Ego+] Master While equipped: Stats +3 Str +3 Con dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
| Tool | Balemnir the Morbusrune (dig speed 35 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature Res.pen +5% nature +5% light On Hit (Melee): * Slows global speed by 30% * 30% chance to blind ----- def ----- Resists +10% nature ---------- misc Light +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | steel ring 'Durofang'0.1 T2 ring jewelry [Random Unique] Master While equipped: Stats +4 Dex dps ---------- Acc +15 (+7 eff.) Apr +8 ----- def ----- Defense +9 (+5 eff.) Resists +3% fire Max.HP +23.00 Disarm- +24% Pinning- +20% Knockbk- +23% ---------- misc Equi/ret +0.08 Telepathy Dragon Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 94% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
| On fingers | Bethobeth0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Str +2 Cun +4 Con dps ---------- Dmg.mod +11% cold Melee Ret 8 mind ----- def ----- Resists +22% cold ---------- misc Infravis +3 Rings can have magical properties. |
| Around waist | rough leather belt 'Erelochik'1.0 T1 belt armor [Rare] Master While equipped: Stats +3 Str +2 Con dps ---------- Phys.pwr +2 (+0 eff.) Acc +6 (+3 eff.) ----- def ----- Armour +8 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Resists +6% cold +6% fire A belt that goes around your waist. |
| In main hand | chilling dwarven-steel greatmaul of massacre (53.5-80.25 power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego] Arcane/Master Power 53.5 - 80.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% Melee+ +7 cold Massive two-handed mauls. |
| On hands | Snow Giant Wraps (0 def, 2 armour)1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Throw Boulder: Level 2.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 144.67 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
| Main armor | steel plate armour 'Falirach' (10 def, 15 armour)17.0 T2 massive armor [Random Unique] Nature/Master/Psionic While equipped: Stats +1 Cun ----- def ----- Armour +15 Defense +10 (+5 eff.) Fatigue +22% Resists +6% acid +7% physical +5% cold Phys.save +12 (+6 eff.) Mind.save +19 (+9 eff.) Stun/Frz- +15% ---------- misc Breathe water A suit of armour made of metal plates. |
| Cloak | Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+4 eff.) Mind.pwr +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Around neck | Silethra the gold amulet0.1 T3 amulet jewelry [Random Unique] Nature While equipped: Stats +4 Str +1 Dex +3 Wil +4 Cun ---------- misc Light +3 See.Invis +6 Amulets can have magical properties. |
Inventory
shielding rune (absorb 162 for 4 turns)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 162 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune (absorb 143 for 4 turns)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 143 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the psychic (range 45)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 45 with a minimum range of 15. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Lisuvena0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Con +2 Wil dps ---------- Dmg.mod +9% blight ----- def ----- Mind.save +3 (+1 eff.) Heal/summ +30 Amulets can have magical properties. |
Glytira the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +15% mind +11% fire Res.pen +5% mind ----- def ----- Resists +22% fire Heal/summ +10 ---------- misc Psi/ret +0.08 Max.hate +8.00 Rings can have magical properties. |
copper ring 'Bloomglamour'0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +16% nature +3% mind Res.pen +5% nature Melee Ret 4 mind On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +20% nature Rings can have magical properties. |
copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +0.80 Stun/Frz- +24% Rings can have magical properties. |
marksman's steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+3 eff.) ----- def ----- Max.HP +24.00 Disarm- +20% Pinning- +21% Knockbk- +26% Rings can have magical properties. |
steel ring 'Nimbusoblivion'0.1 T2 ring jewelry [Rare] Master While equipped: Stats +2 Dex +4 Mag +1 Cun dps ---------- Dmg.mod +6% lightning ----- def ----- Fatigue -6% Phys.save +7 (+4 eff.) Spell.save +6 (+6 eff.) Mind.save +8 (+4 eff.) ---------- misc Infravis +3 Rings can have magical properties. |
Bill's Tree Trunk (30-51 power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 30.0 - 51.0 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.6 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 130% damage. If the attack hits, the target's armour and saves are reduced by 13 for 6 turns. Also if the target is protected by a temporary damage shield there is 70% 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! |
steel greatmaul 'Wildmalice' (27-40.5 power, 2 apr)5.0 T2 greatmaul 2H weapon [Rare] Nature Power 27.0 - 40.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.0% Atk.spd 100% On Hit: * Slows global speed by 40% * 53% chance to corrode armour by 30% While equipped: dps ---------- Res.pen +29% acid +15% nature On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- HP.reg +2.00 Massive two-handed mauls. |
steel greatsword 'Zadomas' (24.5-39.2 power, 2 apr)3.0 T2 greatsword 2H weapon [Random Unique] Arcane/Psionic Power 24.5 - 39.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Melee+ +13 darkness +12 mind Against +9% Living On Hit.r1 +9 fire On Hit: * 20% chance to corrode armour by 30% * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: dps ---------- Dmg.mod +9% acid Massive two-handed swords. |
Ulusin the Oakrupture (12.5-17.5 power, 3 apr)3.0 T2 mace 1H weapon [Rare] Psionic Power 12.5 - 17.5 Fire Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% Melee+ +6 darkness Against +9% Living While equipped: dps ---------- Dmg.mod +3% nature +3% fire On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +20% nature Blunt and deadly. |
Getaronik the ash vilestaff (15-18 power, 3 apr, acid element)5.0 T2 staff 2H weapon Reqs Mag 16 [Rare] Nature Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% On Hit.r1 +12 acid On Hit: * 40% chance to corrode armour by 30% While equipped: Stats +1 Cun +1 Con dps ---------- Spell.crit +2% Spell.pwr +6 (+4 eff.) Dmg.mod +21% acid On Hit (Melee): * 6% chance to blind ----- def ----- Defense +7 (+4 eff.) ---------- misc Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 36.54 light damage. Staves designed for wielders of magic, by the greats of the art. |
Turogen the ash vilestaff (15-18 power, 3 apr, blight element)5.0 T2 staff 2H weapon Reqs Mag 16 [Rare] Nature Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+4 eff.) Dmg.mod +15% blight +6% acid On Hit (Melee): * 7% chance to blind ----- def ----- Defense +7 (+4 eff.) Resists +9% acid +15% darkness +6% lightning Spell.save +6 (+6 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 36.54 light damage. Staves designed for wielders of magic, by the greats of the art. |
Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
rough leather belt 'Porarin'1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Phys.pwr +6 (+1 eff.) Mind.pwr +3 (+2 eff.) Apr +2 ----- def ----- Phys.save +6 (+3 eff.) Max.HP +20.00 ---------- misc Stam/turn +0.80 Max.stam +10.00 Max.hate +2.00 A belt that goes around your waist. |
linen cloak 'Jetlady' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +4 Wil +2 Con dps ---------- On Hit (Melee): * 15% chance to inflict 15% damage reduction ----- def ----- Defense +1 (+1 eff.) Fatigue -6% ---------- misc Telepathy Dragon A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
focusing woollen robe of the mountain (+11%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: Stats +5 Wil +5 Mag dps ---------- Dmg.mod +11% physical ----- def ----- Resists +11% physical ---------- misc Mana/turn +0.10 Psi/turn +0.13 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Bokikalthobar the Cloudfame (0 def, 6 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Mind.pwr +2 (+1 eff.) Melee Ret 4 lightning ----- def ----- Armour +6 Fatigue +1% Mind.save +9 (+4 eff.) ---------- misc Psi/ret +0.04 Max.hate +2.00 Infravis +1 Telepathy Dragon A pair of boots made of leather. |
Radiancemark the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% mind Melee Ret 16 light On Hit (Melee): * 30% chance to blind ----- def ----- Armour +1 Fatigue +1% Resists +6% cold +6% fire ---------- misc Light +3 A pair of boots made of leather. |
Spellhunt Remnants (1 def, 2 armour)1.5 T1 hands armor [Unique] Disrupt/Master While equipped: dps ---------- Mind.crit +1% Mind.pwr +4 (+2 eff.) ----- def ----- Armour +2 Defense +1 (+1 eff.) Spell.save +4 (+4 eff.) Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
polar dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour)1.5 T3 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 7 cold Dmg.mod +4% cold Acc +10 (+5 eff.) ----- def ----- Armour +2 Resists +6% cold Metal gloves protecting the hands up to the middle of the lower arm. |
Bethewyn the Lightusher (8 def, 10 armour)14.0 T2 heavy armor [Rare] Psionic While equipped: Stats +5 Cun +3 Wil dps ---------- Mind.crit +2% Dmg.mod +12% mind +12% light ----- def ----- Armour +10 Defense +8 (+4 eff.) Fatigue +14% Mind.save +16 (+8 eff.) A suit of armour made of mail. |
6 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
42 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (56 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern 'Aeronne'2.0 T1 lite [Rare] Master While equipped: Stats +3 Cun +1 Str dps ---------- On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +12% acid +3% temporal ---------- misc Light +4 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. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 6 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. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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 Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
iron torque of kinetic psionic shield [power 23] (20 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 23 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
Ivuba [power 28] (20 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: dps ---------- Crit.mult +5.00% Dmg.mod +3% arcane Melee Ret 12 mind Harden the skin for 7 turns increasing armour by 28 and armour hardiness by 40% Puts all charms on 20 cooldown 100% to regenerate 4 equilibrium. 100% to regenerate 4 equilibrium. Natural totems are made by powerful wilders to store nature power. |
2 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
11 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By InsanelySkelzerkan the Skeleton Berserker level 7
4th Dusk 122nd year of Ascendancy at 03:30 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By InsanelySkelzerkan the Skeleton Berserker level 10
14th Dusk 122nd year of Ascendancy at 10:17 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By InsanelySkelzerkan the Skeleton Berserker level 16
69th Dusk 122nd year of Ascendancy at 00:16 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By InsanelySkelzerkan the Skeleton Berserker level 8
10th Dusk 122nd year of Ascendancy at 09:32 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By InsanelySkelzerkan the Skeleton Berserker level 12
29th Dusk 122nd year of Ascendancy at 11:35 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By InsanelySkelzerkan the Skeleton Berserker level 14
45th Dusk 122nd year of Ascendancy at 18:42 see stats
Log
Xanima the cave bear resists the knockback!
Bee swarm is knocked back!
InsanelySkelzerkan hits Xanima the cave bear for 93 physical damage.
InsanelySkelzerkan hits War hound for 144 physical damage.
InsanelySkelzerkan hits Bee swarm for 122 physical damage.
InsanelySkelzerkan hits InsanelySkelzerkan for 129 physical damage.
Something hits InsanelySkelzerkan for 115 fire damage.
Ritch flamespitter spits flames!
Ritch flamespitter's mind surges with critical power!
Ritch flamespitter hits InsanelySkelzerkan for 174 fire damage.
InsanelySkelzerkan the level 18 skeleton berserker was burnt to death by a ritch flamespitter on level 4 of Old Forest.
You have 2 life(s) left.
The illusion covering InsanelySkelzerkan disappears.
InsanelySkelzerkan has finished recovering.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Ritch flamespitter killed InsanelySkelzerkan!
Resting starts...
Talent Rune: Shielding is ready to use.
Talent Shattering Blow is ready to use.
Talent Rune: Phase Door is ready to use.
Talent Rune: Heat Beam is ready to use.
Talent Vitality is ready to use.
Talent Re-assemble is ready to use.
Talent Bone Armour is ready to use.
Rested for 27 turns (stop reason: all resources and life at maximum).
Saving done.
Saving game...






















































































