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 | Insane Roguelike |
Sex | Male |
Race | Skeleton |
Class | Reaver |
Level / Exp | 17 / 8% |
Size | medium |
Lifes / Deaths | Killed by Salitha the shadowblade at level 17 on the 7th Decay 122nd year of Ascendancy at 09:11 / 1 |
Primary Stats
Strength | 30 (base 15) |
Dexterity | 33 (base 13) |
Constitution | 32 (base 28) |
Magic | 49 (base 44) |
Willpower | 14 (base 10) |
Cunning | 14 (base 10) |
Resources
Life | -190/486 |
Vim | 0/164 |
Healing Factor | 1.2724420161895 |
Regeneration | 8.4617394076601 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 2 |
Offense: Mainhand
Damage | 55 |
Accuracy | 53 |
Crit Chance | 15% |
APR | 13 |
Speed | 0.90 |
Offense: Offhand
Damage | 26 |
Accuracy | 53 |
Crit Chance | 10% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 51 |
Crit Chance | 7% |
Speed | 1 |
Offense: Mind
Mindpower | 21 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Acid | +12% |
Blight | +9% |
Arcane | +3% |
All | 0% |
Darkness | +3% |
Light | +10% |
Temporal | +5% |
Physical | +5% |
Fire | +23% |
Nature | +3% |
Offense: Damage Penetration
Nature | +10% |
Acid | +30% |
Defense: Base
Armour (hardiness) | 18.317011280365 (72.903125182002%) |
Defense | 19 |
Ranged Defense | 19 |
Fatigue | 10 |
Physical Save | 23 |
Spell Save | 21 |
Mental Save | 15 |
Defense: Resistances
Acid | + 32%( 70%) |
Blight | + 10%( 70%) |
Arcane | + 12%( 70%) |
Cold | + 33%( 70%) |
All | + 7%( 70%) |
Darkness | + 10%( 70%) |
Light | + 35%( 70%) |
Temporal | + 13%( 70%) |
Fire | + 53%( 70%) |
Lightning | + 12%( 70%) |
Defense: Immunities
Disarm Resistance | 24% |
Bleed Resistance | 100% |
Confusion Resistance | 0% |
Fear Resistance | 100% |
Instadeath Resistance | 100% |
Poison Resistance | 100% |
Stun Resistance | 10% |
Inscriptions (3/3)
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: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 50 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. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse 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 create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
Corruption / Scourge | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Reaving combat | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Corruption / Rot | 1.30 |
| 2/5 |
| 1/5 |
| 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 |
| 2/5 |
| 1/5 |
| 5/5 |
Corruption / Plague | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 2/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Corruption / Torment | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 3/5 |
| 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 failed to protect the lost sun paladin from death by Eilinabeth the cave bear. Escort: lost sun paladin (level 3 of Scintillating Caves) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 |
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 precision. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their 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.' * You've found the needed honey tree root. * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed xorn fragment. * '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.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed pouch of bone giant dust. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' | 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 within3 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 iron boots 'Ravenbreeze' (0 def, 3 armour) pair of iron boots 'Ravenbreeze' (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * 20% chance to reduce damage dealt by 13% * 20% chance to reduce armor by 35% Changes resistances: +3% darkness Changes resistances penetration: +5% acid Changes damage: +9% acid / +3% darkness Stamina each turn: +0.40 Maximum stamina: +14.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(58 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | Bethokira (1 def, 0 armour) Bethokira (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes damage: +3% arcane / +3% blight Psi each turn: +0.12 Spellpower: +20 (+7 eff.) Mindpower: +3 (+2 eff.) Mental crit. chance: +3% Damage Shield penetration: +30% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A pointy cloth hat, very wizardly... |
On hands | Amomas the Flamenoon (0 def, 1 armour) Amomas the Flamenoon (0 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 Fatigue: +1% Damage when hit (Melee): 6 fire Changes resistances: +6% acid Changes resistances penetration: +25% acid Changes damage: +12% fire Physical save: +6 (+3 eff.) Mental save: +6 (+5 eff.) Disarm immunity: +24% 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 | Tesarin the iron pickaxe (dig speed 40 turns) Tesarin the iron pickaxe (dig speed 40 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str Changes resistances: +3% blight / +12% cold Changes damage: +3% acid Stun/Freeze immunity: +10% Life regen: +4.00 Only die when reaching: -40.00 life When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | sneakthief's copper ring sneakthief's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Changes stats: +4 Cun / +5 Dex Rings make your fingers look great! |
On fingers | copper ring 'Phlegm's kiss' copper ring 'Phlegm's kiss'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 35% Changes resistances: +21% acid / +31% fire / +5% arcane Changes resistances penetration: +10% nature Changes damage: +3% nature / +11% fire Rings make your fingers look great! |
Around neck | Isumida IsumidaInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +4 Dex / +3 Mag / +2 Wil / +3 Con Reduces incoming crit damage: 15.00% Infravision radius: +2 Amulets make your neck look great! |
In main hand | Sword of Potential Futures (28-39 power, 10 apr) Sword of Potential Futures (28-39 power, 10 apr)Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 It is part of a set of items. In the past there was a dagger with it. Base power: 28.0 - 39.2 Uses stats: 20% Mag, 80% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spellpower: +5 (+2 eff.) Spell crit. chance: +5% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
Around waist | Giludur GiludurInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour penetration: +3 Changes stats: +1 Con Changes resistances: +5% lightning / +6% temporal Stamina each turn: +1.00 Only die when reaching: -60.00 life Maximum stamina: +30.00 A belt that goes around your waist. |
In off hand | Unrivor (15-21 power, 3 apr) Unrivor (15-21 power, 3 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Base power: 15.0 - 21.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 25 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +4 acid When wielded/worn: Accuracy: +6 (+2 eff.) Physical crit. chance: +6.0% Changes stats: +2 Str / +2 Mag / +2 Wil Changes damage: +6% blight / +5% physical Spellpower: +6 (+2 eff.) Sharp, long, and deadly. |
Cloak | 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 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Main armor | steel mail armour 'Merach' (2 def, 6 armour) steel mail armour 'Merach' (2 def, 6 armour)Requires: - Heavy armour training - Strength 20 Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +16% cold / +18% fire Life regen: +2.40 Stamina each turn: +0.90 Mana each turn: +0.08 Vim when firing critical spell: +2.00 Spellpower: +10 (+4 eff.) A suit of armour made of mail. |
Inventory
shatter afflictions rune of the wizard (absorb 69; cd 15) shatter afflictions rune of the wizard (absorb 69; cd 15)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: 15 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 69 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. |
clarifying copper amulet clarifying copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% mind Confusion immunity: +20% Amulets make your neck look great! |
clarifying copper amulet of dexterity (+3) clarifying copper amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex Changes resistances: +11% mind Confusion immunity: +23% Amulets make your neck look great! |
copper amulet 'Stoketitan' copper amulet 'Stoketitan'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances penetration: +20% fire Changes damage: +6% darkness / +6% fire Cut immunity: +50% Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 181 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Healmaster the copper ring Healmaster the copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour penetration: +3 Defense: +10 (+5 eff.) Changes resistances: +9% nature Changes resistances penetration: +15% nature Mental save: +6 (+5 eff.) Confusion immunity: +22% Stamina each turn: +1.00 Rings make your fingers look great! |
Murkreaper (11-15 power, 2 apr) Murkreaper (11-15 power, 2 apr)Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.0 - 15.4 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: * 10% chance to slow global speed by 40% Damage (Melee): +7 nature Damage (radius 1) on hit: +8 lightning Damage (radius 2) on crit: +12 nature When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 40% Changes resistances: +5% arcane / +3% darkness Changes damage: +6% nature Sharp, long, and deadly. |
Xerulelle the Blindvenom Xerulelle the BlindvenomInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 6 nature Changes resistances: +3% light Changes resistances penetration: +10% lightning / +5% nature / +5% light Maximum life: +33.00 Light radius: +2 A belt that goes around your waist. |
insulating rough leather belt of the mystic insulating rough leather belt of the mysticPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% fire / +6% cold Mental save: +5 (+5 eff.) Spellpower: +2 (+1 eff.) A belt that goes around your waist. |
rough leather belt 'Moldreign' rough leather belt 'Moldreign'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% mind Changes damage: +3% mind Maximum life: +32.00 A belt that goes around your waist. |
Duskcast the linen cloak (11 def, 0 armour) Duskcast the linen cloak (11 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +11 (+6 eff.) Damage when hit (Melee): 6 physical Changes resistances penetration: +5% darkness Only die when reaching: -40.00 life Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Mayota the linen cloak (1 def, 0 armour) Mayota the linen cloak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+1 eff.) Defense: +1 (+1 eff.) Fatigue: -3% Changes resistances: +6% nature Changes damage: +3% acid Life regen: +4.00 Healing mod.: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Elenedragas (0 def, 1 armour) Elenedragas (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Cun / +3 Wil Changes resistances: +3% blight / +3% light / +3% mind Physical save: +5 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +5 (+5 eff.) Blindness immunity: +20% Cut immunity: +10% Light radius: +1 A pair of boots made of leather. |
Kindlepunish (0 def, 3 armour) Kindlepunish (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Damage when hit (Melee): 6 arcane / 6 acid Changes stats: +3 Str / +2 Con Changes resistances: +6% acid Changes resistances penetration: +5% arcane Changes damage: +3% light / +3% acid It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Relgylathadig the pair of hardened leather boots (0 def, 3 armour) Relgylathadig the pair of hardened leather boots (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -11% Changes stats: +2 Str / +2 Mag / +3 Wil / +1 Con Maximum encumbrance: +51 Physical save: +13 (+7 eff.) Light radius: +3 Infravision radius: +2 It can be used to blink to a nearby random location (rad 7) Activation puts all charms on cooldown for 25 turns. A pair of boots made of leather. |
pair of rough leather boots 'Strikehash' (0 def, 1 armour) pair of rough leather boots 'Strikehash' (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Cun / +3 Wil Changes resistances: +3% fire Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +5 (+5 eff.) Stun/Freeze immunity: +20% Hate when firing a critical mind attack: +2.00 Healing mod.: +15% A pair of boots made of leather. |
rough leather gloves 'Betyriabeth' (10 def, 1 armour) rough leather gloves 'Betyriabeth' (10 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +1 Defense: +10 (+5 eff.) Changes stats: +3 Str / +3 Dex / +2 Mag / +1 Wil / +1 Cun Life regen: +2.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
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 23.61 to 70.83 lightning damage (47.22 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
rough leather cap 'Sunbearer' (0 def, 1 armour) rough leather cap 'Sunbearer' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +10 (+4 eff.) Armour penetration: +1 Physical crit. chance: +4.0% Armour: +1 Fatigue: +1% Changes stats: +1 Str Changes resistances: +6% light Changes damage: +3% light Physical save: +11 (+6 eff.) A cap made of leather. |
rough leather cap 'Unrudradin' (0 def, 1 armour) rough leather cap 'Unrudradin' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +1 Armour: +1 Fatigue: +1% Damage when hit (Melee): 6 physical Changes stats: +1 Wil / +2 Cun / +3 Con A cap made of leather. |
iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. iron mail armour of the deep (2 def, 6 armour)iron mail armour of the deep (2 def, 6 armour) Requires: - Heavy armour training - Strength 14 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +5% acid / +6% cold Allows you to breathe in: water A suit of armour made of mail. |
5 agate 5 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. |
142 alchemist agate 142 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe 'Betenn' (dig speed 36 turns) iron pickaxe 'Betenn' (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Defense: +20 (+10 eff.) Fatigue: -5% Changes stats: +4 Str Changes resistances penetration: +15% acid When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
9 spinel 9 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 (+2 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Shiverbringer the brass lantern Shiverbringer the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Con / +2 Mag Changes damage: +9% cold Reduces incoming crit damage: 5.00% Maximum life: +44.00 Light radius: +3 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. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +2 Infravision radius: +7 It can be used to cleanse your mind of up to 4 (based on Magic) detrimental mental effects Activation costs 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 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. |
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. |
It Which Writhes It Which WrithesPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con Fully Charged! Activating this item is instant. It can be used to reduce the duration of all detrimental effects Activation costs 10 power out of 10/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Dourknight the iron torque of psionic shield [power 25] (25 cooldown) Dourknight the iron torque of psionic shield [power 25] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 13% Changes resistances: +9% lightning Changes resistances penetration: +10% darkness It can be used to setup a psionic shield, reducing all damage taken by 25 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Bethuba the Wretchpulverizer [power 182] (15 cooldown) Bethuba the Wretchpulverizer [power 182] (15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Damage when hit (Melee): 4 nature Changes resistances: +3% nature / +6% acid It can be used to heal yourself and all friendly characters within 10 spaces for 182 Activation puts all charms on cooldown for 15 turns. When used: * Heal for 42. Natural totems are made by powerful wilders to store nature power. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
ash wand of shielding 'Chalitar' [power 176] (20 cooldown) ash wand of shielding 'Chalitar' [power 176] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 2 When wielded/worn: Changes resistances: +6% nature / +3% lightning Knockback immunity: +10% It can be used to create a shield absorbing up to 176 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 39. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
4 ametrine 4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine 4 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. |
7 zircon 7 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Sniffles the Skeleton Reaver level 11
27th Dusk 122nd year of Ascendancy at 09:22 see stats
By Sniffles the Skeleton Reaver level 10
12nd Dusk 122nd year of Ascendancy at 22:07 see stats
By Sniffles the Skeleton Reaver level 9
7th Dusk 122nd year of Ascendancy at 14:01 see stats
By Sniffles the Skeleton Reaver level 9
9th Dusk 122nd year of Ascendancy at 08:13 see stats
Log
Greater Weapon Focus from Salitha the shadowblade hits Sniffles for (38 to bones), 0 physical, 19 light, 18 darkness (37 total damage).
Shield of Light hits Sniffles for 21 light, 30 light, 29 darkness (80 total damage).
Salitha the shadowblade hits Sniffles for (51 to bones), 0 physical, 19 light, 18 darkness, 27 lightning (64 total damage).
Shield of Light hits Salitha the shadowblade for 7 healing, 7 healing, 7 healing (0 total damage) [20 healing].
Searing Sight hits Sniffles for 9 light damage.
Sniffles casts Virulent Strike.
Salitha the shadowblade is afflicted by a weakness disease!
Salitha the shadowblade's armor corrodes!
Salitha the shadowblade is weakened by the darkness!
Salitha the shadowblade HEALS from light damage!
Shield of Light hits Salitha the shadowblade for 7 healing, 7 healing, 7 healing, 7 healing, 7 healing, 7 healing, 7 healing, 7 healing, 7 healing, 7 healing, 7 healing, 7 healing, 7 healing, 7 healing, 7 healing, 7 healing, 7 healing, 7 healing, 7 healing (0 total damage) [125 healing].
Ruin hits Sniffles for 3 healing, 4 healing, 4 healing, 4 healing (0 total damage) [15 healing].
Bone Spike hits Salitha the shadowblade for (14 absorbed), 14 physical (14 total damage).
Sniffles hits Salitha the shadowblade for (11 absorbed), 11 temporal, (25 absorbed), 25 physical, (2 absorbed), 2 temporal, (3 absorbed), 3 light, 5 healing, (6 absorbed), 6 blight, (13 absorbed), 13 physical, (2 absorbed), 2 acid, (4 absorbed), 4 light, 5 healing, (8 absorbed), 8 blight, (4 absorbed), 4 temporal, (9 absorbed), 9 blight, (3 absorbed), 3 temporal, (4 absorbed), 4 light, 5 healing, (8 absorbed), 8 blight, (7 absorbed), 7 blight, (2 absorbed), 2 acid, (4 absorbed), 4 light, 5 healing, (8 absorbed), 8 blight (123 total damage) [22 healing].
Salitha the shadowblade activates Chant of Fortitude.
Salitha the shadowblade deactivates Chant of Resistance.
Salitha the shadowblade casts Brandish.
Greater Weapon Focus from Salitha the shadowblade performs a melee critical strike against Sniffles!
Salitha the shadowblade deactivates Retribution.
Salitha the shadowblade unleashes the stored damage in retribution!
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 57.
Melee retaliation hits Salitha the shadowblade for (4 absorbed), 4 fire, (3 absorbed), 3 fire, (3 absorbed), 3 fire, (1 absorbed), 6 fire (16 total damage).
Greater Weapon Focus from Salitha the shadowblade hits Sniffles for (42 to bones), 0 light, 26 light, 25 darkness, 21 light, 8 fire (81 total damage).
Shield of Light hits Sniffles for 14 light, 26 light, 25 darkness (65 total damage).
Salitha the shadowblade hits Carrion worm mass for 327 light damage.
Salitha the shadowblade hits Sniffles for (69 to bones), 0 physical, 16 light, 16 darkness, 24 lightning, 35 physical, 26 light, 25 darkness, 213 light (355 total damage).
Shield of Light hits Salitha the shadowblade for 7 healing, 7 healing, 7 healing, 7 healing (0 total damage) [26 healing].
Sniffles the level 17 skeleton reaver was sun baked to death by Salitha the shadowblade on level 1 of The Maze.
Salitha the shadowblade prepares for the next kill!