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:
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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official 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 Roguelike |
Sex | Female |
Race | Thalore |
Class | Wyrmic |
Level / Exp | 15 / 8% |
Size | medium |
Lifes / Deaths | Killed by Islogamira the dire wolf at level 15 on the 1st Haze 122nd year of Ascendancy at 13:27 / 1 |
Primary Stats
Strength | 40 (base 31) |
Dexterity | 21 (base 10) |
Constitution | 14 (base 12) |
Magic | 10 (base 10) |
Willpower | 55 (base 41) |
Cunning | 15 (base 10) |
Resources
Life | -115/562 |
Equilibrium | 24 |
Healing Factor | 1.0372895330004 |
Regeneration | 8.7451456576217 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +32.60995032651% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
See Stealth | 7 |
See Invisible | 6 |
Offense: Mainhand
Damage | 46 |
Accuracy | 42 |
Crit Chance | 15% |
APR | 5 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 5 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 34 |
Crit Chance | 15% |
Speed | 1 |
Offense: Damage Bonus
Acid | +9% |
Darkness | +3% |
Lightning | +6% |
Fire | +10% |
All | 0% |
Offense: Damage Penetration
Darkness | +15% |
Lightning | +10% |
Nature | +15% |
Defense: Base
Armour (hardiness) | 47.511077022655 (89.749889547741%) |
Defense | 16 |
Ranged Defense | 16 |
Fatigue | 44 |
Physical Save | 27 |
Spell Save | 27 |
Mental Save | 37 |
Defense: Resistances
Acid | + 22%( 70%) |
Blight | + 6%( 70%) |
Arcane | + 8%( 70%) |
Cold | + 58%( 70%) |
All | + 3%( 70%) |
Darkness | + 9%( 70%) |
Light | + 6%( 70%) |
Temporal | + 21%( 70%) |
Physical | + 15%( 70%) |
Fire | + 55%( 70%) |
Lightning | + 36%( 70%) |
Defense: Immunities
Stun Resistance | 24% |
Teleport Resistance | 20% |
Confusion Resistance | 10% |
Pinning Resistance | 26% |
Disarm Resistance | 45% |
Instadeath Resistance | 100% |
Knockback Resistance | 46% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Cold drake aspect | 1.44 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Wild-gift / Venom drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Sand drake aspect | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Storm drake aspect | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Wild-gift / Fungus | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 4/5 |
| 0/5 |
| 1/5 |
| 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. | active |
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 injured seer to the recall portal on level 2 of Heart of the Gloom. Escort: injured seer (level 2 of Heart of the Gloom)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Norgos Lair. Escort: lone alchemist (level 2 of Norgos Lair)As a reward you improved Willpower by +5. | 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 |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Dreaming One. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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: * You've found the needed red crystal shard. * '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.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed green worm. | 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 |
Equipment
On feet | insulating pair of iron boots of tirelessness (0 def, 3 armour) insulating pair of iron boots of tirelessness (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% Changes resistances: +6% fire / +6% cold Stamina each turn: +0.40 Maximum stamina: +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Emilethra the Shinekill Emilethra the ShinekillInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Str / +2 Mag / +2 Wil / +1 Cun Changes resistances: +3% light Reduces incoming crit damage: 10.00% Mental save: +6 (+3 eff.) Light radius: +3 See stealth: +7 See invisible: +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 | iron helm 'Voidswift' (0 def, 3 armour) iron helm 'Voidswift' (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% Damage when hit (Melee): 6 light Changes stats: +1 Str / +3 Dex / +1 Wil / +4 Cun Changes damage: +3% darkness Reduces incoming crit damage: 10.00% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Gorebrace (0 def, 4 armour) Gorebrace (0 def, 4 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +4 Fatigue: +3% Changes resistances penetration: +15% nature Changes damage: +6% acid Physical save: +7 (+4 eff.) Mental save: +8 (+3 eff.) Disarm immunity: +20% Teleport immunity: +20% 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. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | 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 (+4 eff.) Mindpower: +5 (+3 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 9 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. |
On fingers | Yarunik the Flashwasp Yarunik the FlashwaspInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 2 darkness Changes resistances: +3% lightning / +20% fire Changes resistances penetration: +15% darkness Changes damage: +6% lightning / +10% fire / +3% acid Rings make your fingers look great! |
On fingers | copper ring 'Blastworm' copper ring 'Blastworm'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 2 lightning Changes resistances: +6% darkness / +3% acid Changes resistances penetration: +10% lightning Physical save: +8 (+4 eff.) Spell save: +7 (+4 eff.) Mental save: +6 (+3 eff.) Rings make your fingers look great! |
Around neck | Fulidas the steel amulet Fulidas the steel amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 2 blight Changes stats: +3 Dex Changes resistances: +13% temporal Talent mastery: +0.14 Wild-gift / Cold drake aspect Pinning immunity: +26% Knockback immunity: +24% Mana when firing critical spell: +2.00 Damage Shield penetration: +20% Amulets make your neck look great! |
In main hand | Porabeth the iron mace (12-18 power, 2 apr) Porabeth the iron mace (12-18 power, 2 apr)Requires: - Strength 11 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +3 Changes stats: +2 Dex Changes resistances: +11% acid / +8% lightning / +8% cold / +8% fire / +3% all Spell save: +6 (+3 eff.) Blunt and deadly. |
Around waist | Salariwen SalariwenInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +12% lightning / +3% temporal / +5% arcane Life regen: +2.00 Only die when reaching: -60.00 life Maximum life: +31.00 A belt that goes around your waist. |
In off hand | Coral Spray (8 def, 8 armour, 18-25 power, 48 block) Coral Spray (8 def, 8 armour, 18-25 power, 48 block)Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 18.0 - 25.2 Uses stat: 140% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+6 eff.) Fatigue: +12% On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. Changes resistances: +15% cold / +10% fire Talent granted: +1 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Cloak | linen cloak 'Samutar' (1 def, 6 armour) linen cloak 'Samutar' (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+1 eff.) Changes stats: +2 Str / +1 Con Changes resistances: +3% blight / +3% temporal Reduces incoming crit damage: 15.00% Disease immunity: +10% Confusion immunity: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Ereladig (0 def, 9 armour) Ereladig (0 def, 9 armour)Requires: - Massive armour training - Strength 28 Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Accuracy: +15 (+5 eff.) Physical crit. chance: +1.0% Armour: +9 Fatigue: +22% Changes resistances: +6% acid / +9% physical / +23% cold / +7% lightning / +6% fire Talent cooldown: Rush (-5 turns) Disarm immunity: +25% Stun/Freeze immunity: +24% Knockback immunity: +22% Maximum life: +20.00 Maximum stamina: +30.00 A suit of armour made of metal plates. |
Inventory
wild infusion (res 16%; magical; dur 3; cd 16) wild infusion (res 16%; magical; dur 3; cd 16)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 16% for 3 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Prismatic Rune (6 turns; lightning, physical, darkness, blight, cold) Prismatic Rune (6 turns; lightning, physical, darkness, blight, cold)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 lightning, 4 physical, 3 darkness, 5 blight, 5 cold 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. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+3 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet 'Emelirin' copper amulet 'Emelirin'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Defense: +5 (+4 eff.) Changes stats: +2 Wil Changes resistances: +5% physical Changes damage: +6% mind Pinning immunity: +10% Stamina each turn: +0.20 Mental crit. chance: +1% Amulets make your neck look great! |
copper amulet of mastery (0.11 Wild-gift / Storm drake aspect) copper amulet of mastery (0.11 Wild-gift / Storm drake aspect)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Talent mastery: +0.11 Wild-gift / Storm drake aspect Amulets make your neck look great! |
grounding copper amulet grounding copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% lightning Stun/Freeze immunity: +21% Amulets make your neck look great! |
Chamygadur ChamygadurCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Effects on melee hit: * 20% chance to reduce armor by 10% Damage when hit (Melee): 4 blight Changes stats: +3 Dex Changes resistances: +3% blight Changes resistances penetration: +5% acid Changes damage: +9% blight Rings make your fingers look great! |
copper ring of tenacity copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Disarm immunity: +20% Pinning immunity: +20% Knockback immunity: +21% Maximum life: +21.00 Rings make your fingers look great! |
slime-covered steel battleaxe of erosion (24-37 power, 2 apr) slime-covered steel battleaxe of erosion (24-37 power, 2 apr)Requires: - Strength 16 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 24.5 - 36.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 9% chance to slow global speed by 49% Damage (Melee): +7 nature Massive two-handed battleaxes. |
Charpierce the iron greatmaul (19-28 power, 1 apr) Charpierce the iron greatmaul (19-28 power, 1 apr)Requires: - Strength 11 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 19.0 - 28.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% On weapon hit: * 20 arcane resource burn Damage (Melee): +9 nature When wielded/worn: Changes resistances: +1% physical / +5% arcane / +3% temporal Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. Layodata the Sleetprophet (26-40 power, 2 apr)Layodata the Sleetprophet (26-40 power, 2 apr) Requires: - Strength 16 Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 26.5 - 39.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% Damage (Melee): +9 darkness / +4 cold Damage against: +10% Living When wielded/worn: Changes resistances: +18% acid / +3% physical / +6% cold / +3% blight Massive two-handed mauls. |
Tuthel the Glimmersquall (11-15 power, 2 apr) Tuthel the Glimmersquall (11-15 power, 2 apr)Requires: - Strength 11 Crafted by a master 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 crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +8 light / +12 cold When wielded/worn: Physical crit. chance: +5.0% Changes resistances: +3% light / +12% acid Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. steel waraxe (11-15 power, 3 apr)steel waraxe (11-15 power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 11.0 - 15.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% One-handed war axes. |
Aruma ArumaInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +6% lightning / +6% temporal Changes resistances penetration: +5% blight Mana each turn: +0.04 Spellpower: +5 (+2 eff.) Spell crit. chance: +4% A belt that goes around your waist. |
Falilesus the rough leather belt Falilesus the rough leather beltInfused by arcane disrupting forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +2 Effects on melee hit: * 10% chance to reduce all saves and defense by 23 Changes stats: +2 Dex / +1 Cun / +1 Con Changes resistances: +5% acid / +6% blight Critical mult.: +15.00% A belt that goes around your waist. |
Hettibar the Galewreath Hettibar the GalewreathCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour penetration: +1 Physical crit. chance: +1.0% Physical power: +4 (+1 eff.) Changes resistances: +3% lightning Changes resistances penetration: +10% lightning Changes damage: +6% physical Spell save: +5 (+3 eff.) Size category: +1 A belt that goes around your waist. |
Dimterror (0 def, 0 armour) Dimterror (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +5 Str / +5 Mag / +6 Wil Changes resistances: +7% lightning / +34% cold / +3% darkness / +11% all Changes resistances penetration: +25% lightning / +12% physical / +7% darkness Changes damage: +8% lightning / +15% physical / +31% darkness / +29% cold Maximum hate: +9.00 Mindpower: +7 (+4 eff.) Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of rough leather boots 'Cobrazephyr,' (0 def, 1 armour) pair of rough leather boots 'Cobrazephyr,' (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Damage when hit (Melee): 2 blight Changes resistances: +6% lightning / +6% temporal / +3% fire Changes resistances penetration: +25% nature Changes damage: +3% blight A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. Lightningwake (5 def, 4 armour)Lightningwake (5 def, 4 armour) Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Physical power: +5 (+1 eff.) Armour: +4 Defense: +5 (+4 eff.) Changes resistances: +6% lightning Critical mult.: +15.00% Physical save: +6 (+3 eff.) Mental save: +7 (+3 eff.) Disarm immunity: +25% Only die when reaching: -80.00 life Mental crit. chance: +1% 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. |
This item will automatically be transmogrified when you leave the level. Yvolaith the dwarven-steel gauntlets (0 def, 8 armour)Yvolaith the dwarven-steel gauntlets (0 def, 8 armour) Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +13 (+4 eff.) Armour penetration: +2 Armour: +8 Fatigue: +3% Changes stats: +4 Dex / +3 Wil Changes resistances penetration: +15% physical Critical mult.: +15.00% 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. |
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 33.33 to 99.98 lightning damage (66.66 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Duskflash the iron helm (0 def, 3 armour) Duskflash the iron helm (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +3 Fatigue: +5% Effects on melee hit: * 10 arcane resource burn Changes resistances: +10% cold Changes resistances penetration: +5% physical Changes damage: +9% darkness Allows you to breathe in: water Physical save: +9 (+5 eff.) Stamina each turn: +2.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Ivulaith the Thunderoracle (0 def, 3 armour) Ivulaith the Thunderoracle (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Str / +7 Mag Changes resistances: +11% light / +11% darkness Changes resistances penetration: +5% lightning Light radius: +3 See invisible: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
mindcaging iron helm (0 def, 3 armour) mindcaging iron helm (0 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +11% mind Mental save: +12 (+5 eff.) Confusion immunity: +23% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Betovea the Taintenvy (2 def, 8 armour) Betovea the Taintenvy (2 def, 8 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: +8 Defense: +2 (+2 eff.) Fatigue: +12% Effects on melee hit: * 10% chance to slow global speed by 49% Damage when hit (Melee): 2 nature / 4 temporal Changes resistances: +7% acid / +25% cold / +15% fire Changes resistances penetration: +5% temporal Allows you to breathe in: water A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. Frostraider (2 def, 6 armour)Frostraider (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+2 eff.) Fatigue: +12% Damage when hit (Melee): 8 cold Changes resistances: +12% lightning / +7% physical Changes resistances penetration: +25% cold Changes damage: +3% cold Physical save: +13 (+7 eff.) A suit of armour made of mail. |
cleansing steel mail armour of the deep (2 def, 8 armour) cleansing steel mail armour of the deep (2 def, 8 armour)Requires: - Heavy armour training - Strength 20 Infused by nature Infused by arcane disrupting forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +8 Defense: +2 (+2 eff.) Fatigue: +12% Changes resistances: +6% acid / +6% cold / +10% nature / +10% blight Allows you to breathe in: water A suit of armour made of mail. |
impenetrable steel mail armour of acid resistance (2 def, 15 armour) impenetrable steel mail armour of acid resistance (2 def, 15 armour)Requires: - Heavy armour training - Strength 20 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +15 Defense: +2 (+2 eff.) Fatigue: +12% Changes resistances: +16% acid A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. Amekalthochik the iron plate armour (0 def, 7 armour)Amekalthochik the iron plate armour (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: Armour: +7 Fatigue: +22% Changes resistances: +9% blight / +16% fire / +6% light / +3% temporal Stun/Freeze immunity: +10% Maximum life: +20.00 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. Belasevea the Coalrend (0 def, 4 armour, 19-23 power, 40.5 block)Belasevea the Coalrend (0 def, 4 armour, 19-23 power, 40.5 block) Requires: - Shield usage training - Strength 16 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 19.0 - 22.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +40 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +4 Fatigue: +8% Damage when hit (Melee): 8 mind Changes stats: +2 Str / +3 Dex / +4 Cun Changes resistances penetration: +5% darkness Changes damage: +3% mind Talent granted: +1 Block Critical mult.: +5.00% Mental crit. chance: +1% Handheld deflection devices. |
3 agate 3 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. |
48 alchemist agate 48 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. |
Betinor the Blazetaint (dig speed 20 turns) Betinor the Blazetaint (dig speed 20 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour: +2 Changes stats: +1 Str Changes resistances: +3% acid / +3% blight Changes damage: +12% light Mana when firing critical spell: +1.00 Maximum life: +20.00 Maximum stamina: +16.00 Maximum vim: +10.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "A View From The Gallery" Forbidden Tome: "A View From The Gallery"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 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. |
Filthpanic FilthpanicInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 49% Changes resistances: +6% nature Changes resistances penetration: +5% nature Changes damage: +9% nature / +9% cold Maximum life: +43.00 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. |
Gorefame the brass lantern Gorefame the brass lanternInfused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Cun / +1 Con Changes resistances: +6% acid / +3% all Changes resistances penetration: +25% nature / +5% acid Spell save: +6 (+3 eff.) 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. |
Quenchcrack QuenchcrackInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 2 cold Changes stats: +4 Wil Changes resistances: +9% cold / +5% arcane / +3% nature Changes resistances penetration: +15% cold Changes damage: +5% mind 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. |
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.(112 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap 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. |
2 ametrine 2 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. |
3 zircon 3 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 Maelrie the Thalore Wyrmic level 11
29th Dusk 122nd year of Ascendancy at 14:56 see stats
By Maelrie the Thalore Wyrmic level 10
4th Flare 122nd year of Ascendancy at 02:42 see stats
By Maelrie the Thalore Wyrmic level 9
2nd Summertide 122nd year of Ascendancy at 17:35 see stats
Log
Maelrie is not dazed anymore.
Islogamira the dire wolf's Beyond the Flesh hits Maelrie for 14 physical, 4 fire, 5 lightning (23 total damage).
Melee retaliation hits Islogamira the dire wolf for 1 darkness, 1 blight, 8 cold, 3 light, 1 lightning (13 total damage).
Islogamira the dire wolf uses Telekinetic Smash.
Maelrie is stunned!
Islogamira the dire wolf hits Maelrie for 47 physical, 4 fire, 5 lightning, 31 physical, 4 fire, 5 lightning (96 total damage).
Melee retaliation hits Islogamira the dire wolf for 1 darkness, 1 blight, 8 cold, 3 light, 1 lightning, 1 darkness, 1 blight, 8 cold, 3 light, 1 lightning (27 total damage).
Isiriavena the cave bear hits Maelrie for 57 physical damage.
Melee retaliation hits Isiriavena the cave bear for 1 darkness, 0 blight, 4 cold, 2 light, 1 lightning (7 total damage).
Maelrie uses Nature's Balance.
Maelrie's devouring flames area effect drains life from Islogamira the dire wolf!
Maelrie's devouring flames area effect hits Islogamira the dire wolf for 4 fire damage.
Maelrie gains 0% of a turn from Ancestral Life.
Islogamira the dire wolf's Beyond the Flesh hits Maelrie for 13 physical, 4 fire, 5 lightning (22 total damage).
Melee retaliation hits Islogamira the dire wolf for 0 darkness, 0 blight, 4 cold, 1 light, 0 lightning (7 total damage).
Islogamira the dire wolf uses Kinetic Strike.
Maelrie is pinned to the ground.
Islogamira the dire wolf hits Maelrie for 107 physical, 4 fire, 5 lightning (116 total damage).
Melee retaliation hits Islogamira the dire wolf for 0 darkness, 0 blight, 4 cold, 1 light, 0 lightning (7 total damage).
Maelrie is confused and fails to use Nature's Touch.
Isiriavena the cave bear hits Maelrie for 62 physical damage.
Melee retaliation hits Isiriavena the cave bear for 1 darkness, 0 blight, 4 cold, 2 light, 1 lightning (7 total damage).
Islogamira the dire wolf's Beyond the Flesh hits Maelrie for 24 physical, 4 fire, 5 lightning (32 total damage).
Melee retaliation hits Islogamira the dire wolf for 0 darkness, 0 blight, 4 cold, 1 light, 0 lightning (7 total damage).
Islogamira the dire wolf uses Charged Strike.
Islogamira the dire wolf hits Maelrie for 60 lightning damage.
Melee retaliation hits Islogamira the dire wolf for 0 darkness, 0 blight, 4 cold, 1 light, 0 lightning (7 total damage).
Maelrie the level 15 thalore wyrmic was volted to death by Islogamira the dire wolf on level 2 of Old Forest.