Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Ashes of Urh'Rok 1.7.4Official 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.4Official 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:
|
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Male |
Race | Skeleton |
Class | Reaver |
Level / Exp | 14 / 31% |
Size | medium |
Lifes / Deaths | Killed by Ce'Novena the copperhead snake at level 14 on the 57th Dusk 122nd year of Ascendancy at 05:51 / 1 |
Primary Stats
Strength | 29 (base 14) |
Dexterity | 36 (base 11) |
Constitution | 32 (base 26) |
Magic | 51 (base 40) |
Willpower | 10 (base 10) |
Cunning | 17 (base 10) |
Resources
Life | -164/590 |
Vim | 32/152 |
Healing Factor | 1.2224420161895 |
Regeneration | 5.1953785688053 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 14 |
See Stealth | 7 |
See Invisible | 10 |
Offense: Mainhand
Damage | 49 |
Accuracy | 48 |
Crit Chance | 11% |
APR | 5 |
Speed | 1.00 |
Offense: Offhand
Damage | 25 |
Accuracy | 48 |
Crit Chance | 20% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 38 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 13 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Mind | +21% |
Blight | +8% |
Physical | +6% |
Cold | +3% |
All | 0% |
Offense: Damage Penetration
Physical | +20% |
Defense: Base
Armour (hardiness) | 47.08934837382 (81.151787968034%) |
Defense | 38 |
Ranged Defense | 38 |
Fatigue | 28 |
Physical Save | 31 |
Spell Save | 26 |
Mental Save | 19 |
Defense: Resistances
Acid | + 10%( 70%) |
Blight | + 13%( 70%) |
Cold | + 22%( 70%) |
All | + 7%( 70%) |
Darkness | + 24%( 70%) |
Lightning | + 23%( 70%) |
Mind | + 18%( 70%) |
Fire | + 20%( 70%) |
Nature | + 10%( 70%) |
Defense: Immunities
Stun Resistance | 22% |
Confusion Resistance | 22% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 38% |
Silence Resistance | 31% |
Bleed Resistance | 100% |
Teleport Resistance | 10% |
Disarm Resistance | 58% |
Pinning Resistance | 30% |
Instadeath Resistance | 100% |
Knockback Resistance | 32% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 355 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 78 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse 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 107 with a minimum range of 15. Its effects scale with your Strength stat. |
Class Talents
Corruption / Scourge | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Corruption / Reaving combat | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Corruption / Rot | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Vim | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Sanguisuge | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Bone | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Corruption / Plague | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 3/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Corruption / Torment | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Effects
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 grave | active |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by Aeruldatha the shimmering crystal. Escort: lost defiler (level 3 of Scintillating Caves) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Lacerating Strikes (+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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * 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 |
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 precision. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed red crystal shard. * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * '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 ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * '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 foundations. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed xorn fragment. * You've found the needed skeleton mage skull. | 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 within7 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 |
Equipment
On feet | pair of rough leather boots 'Zatozor' (0 def, 1 armour) pair of rough leather boots 'Zatozor' (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +3% nature / +6% blight Reduces incoming crit damage: 10.00% Silence immunity: +21% Confusion immunity: +22% Stun/Freeze immunity: +22% Life regen: +4.00 Healing mod.: +5% A pair of boots made of leather. |
Light source | bright brass lantern of health bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +42.00 Light radius: +6 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 | Yarylelin (0 def, 3 armour) Yarylelin (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 2 mind Changes stats: +4 Dex Changes resistances: +12% darkness Reduces incoming crit damage: 15.00% Blindness immunity: +10% Pinning immunity: +10% Knockback immunity: +10% Infravision radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Tuloneg (5 def, 1 armour) Tuloneg (5 def, 1 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +1 Defense: +5 (+2 eff.) Fatigue: +1% Changes stats: +5 Mag Physical save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +35% Teleport immunity: +10% Spellpower: +5 (+2 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | elm wand of shielding 'Scaldsorrow' [power 110] (19/20 cooldown) elm wand of shielding 'Scaldsorrow' [power 110] (19/20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Armour: +6 Defense: +5 (+2 eff.) Changes resistances: +3% acid / +3% fire Changes resistances penetration: +10% physical Changes damage: +6% physical It can be used to create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | copper ring 'Shiverbright' copper ring 'Shiverbright'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Cun Changes damage: +3% cold Mental save: +3 (+2 eff.) Disarm immunity: +23% Pinning immunity: +20% Knockback immunity: +22% Maximum life: +20.00 Maximum hate: +4.00 Mental crit. chance: +2% Rings make your fingers look great! |
On fingers | steel ring 'Ce'Nita' steel ring 'Ce'Nita'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +12 Defense: +5 (+2 eff.) Changes stats: +3 Con Changes resistances: +12% mind Changes damage: +12% mind Spell save: +11 (+6 eff.) Blindness immunity: +28% Maximum stamina: +12.00 Infravision radius: +4 See stealth: +7 See invisible: +7 Rings make your fingers look great! |
Around neck | Bregyndil BregyndilInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 20 Changes stats: +1 Str / +1 Mag / +2 Con Changes resistances: +11% fire / +10% cold Infravision radius: +3 See invisible: +3 Amulets make your neck look great! |
In main hand | Layowe (32-45 power, 4 apr) Layowe (32-45 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 3 Base power: 32.0 - 44.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +7 nature Damage (radius 1) on hit: +6 fire When wielded/worn: Changes resistances: +6% darkness Reduces incoming crit damage: 10.00% Silence immunity: +10% Sharp, long, and deadly. |
Around waist | Xerumira the rough leather belt Xerumira the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +6 Dex / +4 Cun / +1 Con / +6 Lck Changes resistances: +6% cold Trap disarming bonus: +10 Stealth bonus: +5 Stamina each turn: +2.00 Only die when reaching: -60.00 life Maximum stamina: +10.00 Infravision radius: +4 A belt that goes around your waist. |
In off hand | Skullcleaver (20-28 power, 4 apr) Skullcleaver (20-28 power, 4 apr)Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Cloak | Erelydunalen the linen cloak (22 def, 6 armour) Erelydunalen the linen cloak (22 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour penetration: +1 Armour: +6 Defense: +22 (+8 eff.) Changes resistances penetration: +10% physical Changes damage: +9% mind Physical save: +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Ivynne (0 def, 7 armour) Ivynne (0 def, 7 armour)Requires: - Massive armour training - Strength 22 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Armour: +7 Fatigue: +22% Changes stats: +1 Cun Changes resistances: +17% lightning Critical mult.: +5.00% Physical save: +9 (+4 eff.) Only die when reaching: -80.00 life A suit of armour made of metal plates. |
Inventory
shatter afflictions rune of the wizard (absorb 93; cd 17) shatter afflictions rune of the wizard (absorb 93; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 93 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
marksman's copper ring marksman's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Rings make your fingers look great! |
wizard's copper ring of perseverance wizard's copper ring of perseverancePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+3 eff.) Stun/Freeze immunity: +20% Life regen: +2.00 Rings make your fingers look great! |
elemental iron longsword (12-17 power, 2 apr) elemental iron longsword (12-17 power, 2 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 66 lightning damage (1/turn) When wielded/worn: Changes resistances penetration: +5% lightning Changes damage: +8% lightning Sharp, long, and deadly. |
elemental iron longsword of massacre (16-23 power, 2 apr) elemental iron longsword of massacre (16-23 power, 2 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 16.5 - 23.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 66 cold damage (1/turn) When wielded/worn: Changes resistances penetration: +5% cold Changes damage: +5% cold Sharp, long, and deadly. |
Armebar the rough leather belt Armebar the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +8 Changes stats: +2 Wil Changes resistances: +6% fire / +6% cold Maximum vim: +10.00 Spellpower: +5 (+2 eff.) Spell crit. chance: +3% A belt that goes around your waist. |
rough leather belt 'Xerydawyn' rough leather belt 'Xerydawyn'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Changes stats: +3 Str / +2 Wil Changes resistances: +7% fire / +6% cold Spellpower on spell critical (stacks up to 3 times): +2 Only die when reaching: -60.00 life Damage Shield penetration: +10% A belt that goes around your waist. |
Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+5 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Velawen the Scorchmire (1 def, 5 armour) Velawen the Scorchmire (1 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 (+1 eff.) Damage when hit (Melee): 2 fire Changes resistances: +18% fire / +11% cold Changes resistances penetration: +5% lightning / +15% fire Changes damage: +3% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Smoldercast' (1 def, 2 armour) linen cloak 'Smoldercast' (1 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +15 (+5 eff.) Armour: +2 Defense: +1 (+1 eff.) Changes stats: +1 Cun / +2 Dex Changes resistances: +3% fire Maximum stamina: +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Muckclash (0 def, 2 armour) Muckclash (0 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +2 Effects on melee hit: * 10% chance to slow global speed by 33% Damage when hit (Melee): 6 mind / 2 nature Changes stats: +1 Cun / +3 Wil Equilibrium when hit: +0.04 Mental crit. chance: +4% Infravision radius: +2 A pair of boots made of leather. |
Salugada the pair of iron boots (5 def, 3 armour) Salugada the pair of iron boots (5 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Armour: +3 Defense: +5 (+2 eff.) Fatigue: +2% Changes stats: +3 Str / +2 Cun / +1 Con Reduces incoming crit damage: 15.00% Physical save: +10 (+5 eff.) Mental save: +11 (+6 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
scholar's pair of rough leather boots of tirelessness (0 def, 1 armour) scholar's pair of rough leather boots of tirelessness (0 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Stamina each turn: +0.30 Maximum stamina: +11.00 Spellpower: +3 (+1 eff.) A pair of boots made of leather. |
Bethavena the Shinespiker (0 def, 7 armour) Bethavena the Shinespiker (0 def, 7 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 Fatigue: +1% Damage (Melee): 5 physical Changes resistances: +6% mind / +3% cold Changes damage: +3% physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Adawe the rough leather cap (0 def, 1 armour) Adawe the rough leather cap (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Mag / +2 Wil / +5 Cun Changes resistances penetration: +5% arcane Reduces incoming crit damage: 15.00% Mindpower: +3 (+3 eff.) Infravision radius: +3 A cap made of leather. |
Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 15 power out of 30/30) : Effective talent level: 1.0 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 18.84 to 56.52 lightning damage (37.68 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Demonripper the iron helm (0 def, 11 armour) Demonripper the iron helm (0 def, 11 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +1 Physical power: +13 (+5 eff.) Armour: +11 Fatigue: +5% Changes stats: +6 Str / +2 Con Changes resistances penetration: +10% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Eremefang (0 def, 3 armour) Eremefang (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +1% Changes resistances penetration: +5% physical Changes damage: +6% blight Spell save: +3 (+2 eff.) Stamina each turn: +1.00 Infravision radius: +2 A cap made of leather. |
prismatic iron mail armour (2 def, 4 armour) prismatic iron mail armour (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +11% light / +10% darkness A suit of armour made of mail. |
steel mail armour of Eyal (2 def, 6 armour) steel mail armour of Eyal (2 def, 6 armour)Requires: - Heavy armour training - Strength 20 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Life regen: +3.00 Maximum life: +21.00 Healing mod.: +11% A suit of armour made of mail. |
2 agate 2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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: -4% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Eye of the Dreaming One Eye of the Dreaming OneInfused 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 (+5 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 4 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 20% 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. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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 after 40 turns Activation costs 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) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
elm wand of shielding 'Elywen' [power 110] (19/20 cooldown) elm wand of shielding 'Elywen' [power 110] (19/20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes stats: +3 Cun / +3 Str Changes damage: +9% acid Infravision radius: +3 It can be used to create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Heal for 32. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
innervating elm wand of clairvoyance [power 9] (19/15 cooldown) innervating elm wand of clairvoyance [power 9] (19/15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to reveal the area around you, dispelling darkness (radius 9, power 63 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 22% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 citrine 2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Sniffles the Skeleton Reaver level 13
50th Dusk 122nd year of Ascendancy at 07:12 see stats
By Sniffles the Skeleton Reaver level 10
14th Dusk 122nd year of Ascendancy at 07:19 see stats
By Sniffles the Skeleton Reaver level 9
10th Dusk 122nd year of Ascendancy at 01:16 see stats
By Sniffles the Skeleton Reaver level 9
8th Dusk 122nd year of Ascendancy at 04:35 see stats
By Sniffles the Skeleton Reaver level 13
56th Dusk 122nd year of Ascendancy at 06:09 see stats
Log
Your shield crumbles under the damage!
The shield around Sniffles crumbles.
Ce'Novena the copperhead snake hits Sniffles for (28 absorbed), 0 physical, (5 absorbed), 0 darkness, (18 absorbed), 0 physical, (22 absorbed), 0 physical, (4 absorbed), 0 darkness, (9 absorbed), 9 physical, (37 to bones), 0 physical, 6 mind, 18 physical (32 total damage).
Melee retaliation hits Ce'Novena the copperhead snake for 0 mind, 0 mind, 0 mind (1 total damage).
Melee retaliation hits Ce'Novena the copperhead snake for 0 mind damage.
Decrepitude Disease from Sniffles hits Ce'Novena the copperhead snake for 9 blight damage.
Ce'Novena the copperhead snake's Beyond the Flesh hits Sniffles for 16 physical, 6 mind, 18 physical (39 total damage).
Sniffles activates his elm wand of shielding 'Scaldsorrow'!
A shield forms around Sniffles.
Ce'Novena the copperhead snake uses Transcendent Pyrokinesis.
Ce'Novena the copperhead snake performs a melee critical strike against Sniffles!
Sniffles's Drain is disrupted by his wounds!
Ce'Novena the copperhead snake hits Sniffles for (35 absorbed), 0 physical, (5 absorbed), 0 darkness, (18 absorbed), 0 physical, (23 absorbed), 0 physical, (4 absorbed), 0 darkness, (18 absorbed), 0 physical (0 total damage).
Melee retaliation hits Ce'Novena the copperhead snake for 0 mind, 0 mind (1 total damage).
Your shield crumbles under the damage!
The shield around Sniffles crumbles.
Melee retaliation hits Ce'Novena the copperhead snake for 0 mind damage.
Decrepitude Disease from Sniffles hits Ce'Novena the copperhead snake for 9 blight damage.
Ce'Novena the copperhead snake's Beyond the Flesh hits Sniffles for (8 absorbed), 17 physical, 6 mind, 18 physical (41 total damage).
Talent Rune: Teleportation is ready to use.
Talent Bone Grab is ready to use.
Talent Bone Spear is ready to use.
Talent Rune: Reflection Shield is ready to use.
Ce'Novena the copperhead snake deactivates Kinetic Aura.
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 20.
Sniffles is knocked back!
Ce'Novena the copperhead snake hits Sniffles for 113 physical damage.
Sniffles the level 14 skeleton reaver was bled to death by Ce'Novena the copperhead snake on level 3 of Norgos Lair.