










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! Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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 | Male |
Race | Cornac |
Class | Berserker |
Level / Exp | 50 / 2697% |
Size | big |
Lifes / Deaths | Killed by Mayyrewen the squid at level 49 on the 14th Pyre 124th year of Ascendancy at 15:39 / 2Killed by onilug at level 50 on the 65th Haze 124th year of Ascendancy at 17:49 |
Antimagic | Follower |
Primary Stats
Strength | 166 (base 66) |
Dexterity | 61 (base 15) |
Constitution | 85 (base 30) |
Magic | 18 (base 12) |
Willpower | 94 (base 58) |
Cunning | 120 (base 66) |
Resources
Life | -418/1996 |
Steam | 100/100 |
Stamina | 399/457 |
Equilibrium | 53 |
Healing Factor | 1.8917726352503 |
Regeneration | 57.035213180169 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 13 |
Lite | 11 |
Infravision | 9 |
See Stealth | 83.183301449766 |
See Invisible | 73.183301449766 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 297 |
Accuracy | 65 |
Crit Chance | 95% |
APR | 76 |
Speed | 1.00 |
Offense: Spell
Spellpower | 14.5 |
Crit Chance | 37% |
Speed | 1 |
Offense: Mind
Mindpower | 84 |
Crit Chance | 45% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +11% |
Light | +20% |
Physical | +31% |
Fire | +8% |
All | 0% |
Offense: Damage Penetration
Physical | +55% |
All | 0% |
Defense: Base
Armour (hardiness) | 112.72307323196 (100%) |
Defense | 70 |
Ranged Defense | 70 |
Fatigue | 0 |
Physical Save | 78 |
Spell Save | 45 |
Mental Save | 59 |
Defense: Resistances
Blight | + 43%( 75%) |
Physical | + 61%( 75%) |
Cold | + 65%( 75%) |
All | + 25%( 75%) |
Lightning | + 54%( 75%) |
Light | + 46%( 75%) |
Temporal | + 27%( 75%) |
Darkness | + 64%( 75%) |
Fire | + 62%( 75%) |
Nature | + 30%( 75%) |
Defense: Immunities
Stun Resistance | 50% |
Confusion Resistance | 40% |
Teleport Resistance | 100% |
Blind Resistance | 100% |
Silence Resistance | 31% |
Bleed Resistance | 24% |
Pinning Resistance | 45% |
Disarm Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 795 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 54% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 768 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 919% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -797 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1761 life, 17 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Class Talents
Technique / Berserker's strength | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Bloodthirst | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Two-handed assault | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 4/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Dreadfell. Escort: lost defiler (level 1 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 4 of Old Forest. Escort: lost tinker (level 4 of Old Forest)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 8 of Dreadfell. Escort: repented thief (level 8 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Dreadfell. Escort: worried loremaster (level 4 of Dreadfell)As a reward you improved talent Disarm (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * The fortress shadow has asked that you come back as soon as possible. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 3637. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of avoidance. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
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 within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Physical save: +15 (+3 eff.) Pinning immunity: +25% Knockback immunity: +125% Teleport immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Light source | ![]() Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Defense: +32 (+7 eff.) Changes resistances: +9% blight / +6% nature Changes damage: +20% light Physical save: +10 (+2 eff.) Silence immunity: +21% Confusion immunity: +20% Maximum vim: +52.68 Spell crit. chance: +3% Light radius: +10 See stealth: +10 Healing mod.: +30% Damage Shield penetration: +32% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +12 Defense: +3 (+0 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Con Changes resistances: +10% all Blindness immunity: +50% Infravision radius: +9 Sight radius: +3 See stealth: +25 See invisible: +25 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. A Helmet. But with steam power! |
Tool | ![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Defense: +25 (+6 eff.) Changes resistances: +18% darkness Changes resistances penetration: +25% physical Reduces incoming crit damage: 10.00% Physical save: +9 (+2 eff.) Light radius: +3 It can be used to sting an enemy dealing 434 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 13 turns. When used: * Reduce 3 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour penetration: +2 Physical power: +10 (+2 eff.) Changes stats: +6 Str / +5 Dex / +7 Con Changes resistances: +16% physical Changes resistances penetration: +15% physical Changes damage: +16% physical Critical mult.: +15.00% Stamina each turn: +3.00 Rings make your fingers look great! |
On fingers | ![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +20 (+3 eff.) Changes stats: +7 Cun / +10 Wil Changes resistances penetration: +15% physical Critical mult.: +15.00% Mental save: +9 (+3 eff.) Mana each turn: +0.36 Only die when reaching: -40.00 life Spellpower: +20 (+5 eff.) Mindpower: +11 (+3 eff.) Rings make your fingers look great! |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Defense: +10 (+2 eff.) Changes stats: +6 Dex / +8 Wil / +14 Cun Changes resistances: +3% temporal / +30% fire / +2% physical / +28% cold Damage against: +39% Summoned Reduced damage from: +39% Summoned Physical save: +15 (+3 eff.) Mental save: +6 (+2 eff.) Disease immunity: +20% Silence immunity: +10% Mental crit. chance: +11% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Slows Projectiles: +25% A belt that goes around your waist. |
In main hand | ![]() Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.0 - 96.0 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +42 Crit. chance: +30.0% Attack speed: 100% On weapon hit: * 25% chance to strike the target again. When wielded/worn: Changes stats: +10 Str / +5 Dex / +15 Con Talent mastery: +0.20 Technique / Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
On hands | ![]() Requires: - Heavy armour training Infused by nature Infused by arcane disrupting forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +15 Physical power: +12 (+2 eff.) Armour: +3 Fatigue: +5% Damage (Melee): 15 lightning / 15 fire Changes resistances: +9% lightning / +12% darkness / +15% blight / +10% fire / +3% cold Changes damage: +11% lightning / +8% fire Talent granted: +5 Iron Grip Reduces incoming crit damage: 5.00% Spell save: +20 (+7 eff.) Disarm immunity: +100% Confusion immunity: +10% Teleport immunity: +24% Life regen: +5.60 Stamina each turn: +1.30 Psi each turn: +0.40 Maximum life: +118.32 When used to modify unarmed attacks: Base power: 30.5 - 42.7 Uses stats: 40% Wil, 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +30 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Fire Breath (10% chance level 5). When this weapon hits: Lightning Breath (10% chance level 5). When this weapon hits: Second Wind (10% chance level 1). On weapon hit: * 18% chance to slow global speed by 73% * 23% chance to reduce armor by 18% Damage (radius 2) on crit: +15 lightning / +14 fire Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() Requires: - Massive armour training - Strength 35 Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +30 Defense: +10 (+2 eff.) Fatigue: +24% Changes stats: +5 Con Changes resistances: -15% acid / +15% physical Reduces incoming crit damage: 35.00% Reduces opponents crit chance: 20% Physical save: +15 (+3 eff.) Knockback immunity: +30% Life regen: +2.00 Maximum life: +50.00 Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
Cloak | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +10 Armour: +12 Defense: +3 (+0 eff.) Changes stats: +9 Cun / +10 Dex Changes resistances: +30% lightning / +9% fire / +22% cold Physical save: +11 (+2 eff.) Spell save: +18 (+6 eff.) Mental save: +15 (+4 eff.) Blindness immunity: +20% Cut immunity: +24% Stun/Freeze immunity: +50% Only die when reaching: -50.00 life Healing mod.: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +18 Defense: +8 (+2 eff.) Fatigue: -16% Changes stats: +12 Dex / +3 Wil / +10 Cun / +10 Con Changes resistances: +28% light / +22% darkness Changes resistances cap: +5% all Physical save: +30 (+6 eff.) Blindness immunity: +50% Pinning immunity: +20% Life regen: +9.00 Stamina each turn: +1.40 Movement speed: +10% Amulets make your neck look great! |
Inventory
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets make your neck look great! |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 9 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Armour penetration: +7 Physical power: +10 (+2 eff.) Defense: +5 (+1 eff.) Changes stats: +2 Dex / +4 Con Changes resistances: +9% blight / +9% nature / +5% arcane Spell save: +14 (+5 eff.) Mental save: +9 (+3 eff.) Poison immunity: +20% Disease immunity: +22% Confusion immunity: +30% Maximum stamina: +24.00 Rings make your fingers look great! |
![]() Requires: - Massive armour training - Strength 60 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +20 Fatigue: +22% Changes resistances: +11% acid / +11% cold Allows you to breathe in: water A suit of armour made of metal plates. |
![]() 0.00 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. |
![]() Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +6 Physical power: +5 (+1 eff.) Changes stats: +3 Cun / +2 Str Critical mult.: +13.00% Equilibrium when hit: +0.08 Maximum life: +27.00 Maximum stamina: +19.00 Maximum hate: +6.00 Maximum psi: +40.00 Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +6 Physical power: +7 (+1 eff.) Defense: +10 (+2 eff.) Fatigue: -6% Changes stats: +5 Str Changes resistances: +8% darkness / +5% arcane Damage affinity(heal): +15% darkness Critical mult.: +13.00% Reduces incoming crit damage: 5.00% Cut immunity: +10% Confusion immunity: +20% Infravision radius: +5 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 68 power out of 47/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 4 It can be used to read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+3 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 68 power out of 150/150) : Effective talent level: 4.0 Power cost: 68 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 8.43 cold damage and 11.05 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() Infused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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 172 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) 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. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to heal yourself and all friendly characters within 10 spaces for 740 Activation puts all charms on cooldown for 17 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
By Sightless the Cornac Berserker level 50
40th Haze 124th year of Ascendancy at 23:25 see stats
By Sightless the Cornac Berserker level 44
3rd Decay 123rd year of Ascendancy at 05:03 see stats
By Sightless the Cornac Berserker level 32
6th Flare 123rd year of Ascendancy at 08:56 see stats
By Sightless the Cornac Berserker level 43
1st Decay 123rd year of Ascendancy at 06:52 see stats
By Sightless the Cornac Berserker level 20
26th Regrowth 123rd year of Ascendancy at 19:59 see stats
By Sightless the Cornac Berserker level 49
9th Pyre 124th year of Ascendancy at 04:46 see stats
By Sightless the Cornac Berserker level 50
32nd Dusk 124th year of Ascendancy at 08:13 see stats
By Sightless the Cornac Berserker level 47
6th Regrowth 124th year of Ascendancy at 02:08 see stats
By Sightless the Cornac Berserker level 28
1st Pyre 123rd year of Ascendancy at 11:22 see stats
By Sightless the Cornac Berserker level 19
3rd Allure 123rd year of Ascendancy at 06:09 see stats
By Sightless the Cornac Berserker level 50
16th Pyre 124th year of Ascendancy at 15:38 see stats
By Sightless the Cornac Berserker level 46
1st Wintertide 124th year of Ascendancy at 04:59 see stats
By Sightless the Cornac Berserker level 33
16th Dusk 123rd year of Ascendancy at 13:21 see stats
By Sightless the Cornac Berserker level 24
49th Regrowth 123rd year of Ascendancy at 22:01 see stats
By Sightless the Cornac Berserker level 33
16th Dusk 123rd year of Ascendancy at 12:26 see stats
By Sightless the Cornac Berserker level 28
3rd Pyre 123rd year of Ascendancy at 10:51 see stats
By Sightless the Cornac Berserker level 50
43rd Haze 124th year of Ascendancy at 13:45 see stats
By Sightless the Cornac Berserker level 50
16th Pyre 124th year of Ascendancy at 19:57 see stats
By Sightless the Cornac Berserker level 38
9th Haze 123rd year of Ascendancy at 11:58 see stats
By Sightless the Cornac Berserker level 45
7th Decay 123rd year of Ascendancy at 21:37 see stats
By Sightless the Cornac Berserker level 32
6th Flare 123rd year of Ascendancy at 08:27 see stats
By Sightless the Cornac Berserker level 50
76th Dusk 124th year of Ascendancy at 07:58 see stats
By Sightless the Cornac Berserker level 10
21st Haze 122nd year of Ascendancy at 14:06 see stats
By Sightless the Cornac Berserker level 20
3rd Regrowth 123rd year of Ascendancy at 14:00 see stats
By Sightless the Cornac Berserker level 30
38th Pyre 123rd year of Ascendancy at 00:12 see stats
By Sightless the Cornac Berserker level 40
42nd Haze 123rd year of Ascendancy at 05:30 see stats
By Sightless the Cornac Berserker level 50
15th Pyre 124th year of Ascendancy at 23:04 see stats
By Sightless the Cornac Berserker level 50
28th Haze 124th year of Ascendancy at 21:28 see stats
By Sightless the Cornac Berserker level 50
65th Dusk 124th year of Ascendancy at 16:37 see stats
By Sightless the Cornac Berserker level 29
4th Pyre 123rd year of Ascendancy at 13:49 see stats
By Sightless the Cornac Berserker level 27
80th Regrowth 123rd year of Ascendancy at 02:28 see stats
By Sightless the Cornac Berserker level 14
64th Haze 122nd year of Ascendancy at 22:09 see stats
By Sightless the Cornac Berserker level 46
1st Wintertide 124th year of Ascendancy at 07:13 see stats
By Sightless the Cornac Berserker level 32
6th Flare 123rd year of Ascendancy at 08:56 see stats
By Sightless the Cornac Berserker level 31
57th Pyre 123rd year of Ascendancy at 15:06 see stats
By Sightless the Cornac Berserker level 9
21st Haze 122nd year of Ascendancy at 03:57 see stats
By Sightless the Cornac Berserker level 32
6th Flare 123rd year of Ascendancy at 08:56 see stats
By Sightless the Cornac Berserker level 29
30th Pyre 123rd year of Ascendancy at 11:28 see stats
By Sightless the Cornac Berserker level 50
16th Pyre 124th year of Ascendancy at 06:03 see stats
By Sightless the Cornac Berserker level 10
35th Haze 122nd year of Ascendancy at 22:51 see stats
By Sightless the Cornac Berserker level 50
63rd Dusk 124th year of Ascendancy at 16:35 see stats
By Sightless the Cornac Berserker level 50
47th Pyre 124th year of Ascendancy at 07:11 see stats
By Sightless the Cornac Berserker level 29
29th Pyre 123rd year of Ascendancy at 14:46 see stats
By Sightless the Cornac Berserker level 22
41st Regrowth 123rd year of Ascendancy at 19:06 see stats
By Sightless the Cornac Berserker level 16
70th Haze 122nd year of Ascendancy at 12:06 see stats
By Sightless the Cornac Berserker level 49
14th Pyre 124th year of Ascendancy at 15:39 see stats
By Sightless the Cornac Berserker level 43
80th Haze 123rd year of Ascendancy at 22:42 see stats
Log
Sightless uses Fearless Cleave.
Sightless performs a melee critical strike against Mirror Image (Elandar)!
Sightless damages himself through Martyrdom!
Argoniel hits Sightless for (49 antimagic), 122 fire (122 total damage).
Sightless hits Mirror Image (Elandar) for 1 physical, 0 lightning, 0 fire (1 total damage).
Mirror Image (Elandar) hits Sightless for 0 physical damage.
Elandar casts Manathrust.
Sightless is recovering from the damage!
Mirror Image (Elandar) casts Manathrust.
Argoniel casts Cyst Burst.
High Sun Paladin Aeryn shrugs off Argoniel's 'Weakness Disease'!
High Sun Paladin Aeryn shrugs off Argoniel's 'Woeful Disease'!
Elandar damages himself through Martyrdom!
Elandar teleports some damage to Sightless!
Shield of Light hits High Sun Paladin Aeryn for 8 healing, 8 healing, 8 healing, 8 healing (0 total damage) [33 healing].
Mirror Image (Elandar) hits Sightless for (49 antimagic), 21 arcane (21 total damage).
Argoniel hits High Sun Paladin Aeryn for 105 blight, 8 fire, 106 blight (219 total damage).
Argoniel hits Sightless for (49 antimagic), 450 blight (450 total damage).
Bone Spike hits Sightless for 79 physical damage.
Elandar hits Sightless for (49 antimagic), 906 arcane (906 total damage).
Sightless hits Elandar for (48 teleported), 0 arcane (0 total damage).
Sightless hits High Sun Paladin Aeryn for 48 teleported damage.
Melee retaliation hits Argoniel for 18 light, 18 light (36 total damage).
High Sun Paladin Aeryn casts Path of the Sun.
High Sun Paladin Aeryn's spell attains critical power!
Onilug casts Drain.
Onilug hits Sightless for (49 antimagic), 578 blight (578 total damage).
Sightless the level 50 cornac berserker was plagued to death by an onilug on level 11 of High Peak.
Sightless no longer revels in blood quite so much.
Sightless's rage subsides!