









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.0 |
Addons | Ashes of Urh'Rok 1.6.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.6.0Donators/Buyers bonus! Forbidden Cults 1.6.0Official 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 | Skeleton |
Class | Corruptor |
Level / Exp | 17 / 87% |
Size | medium |
Lifes / Deaths | Killed by Ivera the skeleton warrior at level 17 on the 49th Dusk 122nd year of Ascendancy at 17:46 / 1 |
Primary Stats
Strength | 16 (base 10) |
Dexterity | 23 (base 10) |
Constitution | 23 (base 23) |
Magic | 44 (base 44) |
Willpower | 21 (base 21) |
Cunning | 12 (base 12) |
Resources
Life | -154/524 |
Vim | 94/174 |
Healing Factor | 0.74027677575912 |
Regeneration | 0.18506919393978 |
Speed
Mental | +10% |
Attack | 0% |
Movement | -30% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 1 |
Infravision | 6 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
Damage | 20 |
Accuracy | 17 |
Crit Chance | 4% |
APR | 11 |
Speed | 0.91 |
Offense: Spell
Spellpower | 39 |
Crit Chance | 22% |
Speed | 1 |
Offense: Mind
Mindpower | 19 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +24% |
Temporal | +6% |
Blight | +26% |
Physical | +6% |
Mind | +12% |
All | 0% |
Offense: Damage Penetration
Blight | +20% |
Acid | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 6 (35.629139072848%) |
Defense | 34 |
Ranged Defense | 34 |
Fatigue | 0 |
Physical Save | 21 |
Spell Save | 21 |
Mental Save | 11 |
Defense: Resistances
Darkness | + 54%( 70%) |
Lightning | + 13%( 70%) |
Nature | + 7%( 70%) |
Temporal | + 7%( 70%) |
Blight | + 13%( 70%) |
Mind | + 13%( 70%) |
Fire | + 7%( 70%) |
All | + 4%( 70%) |
Defense: Immunities
Fear Resistance | 100% |
Instadeath Resistance | 100% |
Poison Resistance | 100% |
Bleed Resistance | 100% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 291 damage for 4 turns. Its effects scale with your Magic stat. |
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. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. |
Class Talents
Corruption / Blood | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Vim | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Blight | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Corruption / Bone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Corruption / Sanguisuge | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Plague | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Corruption / Hexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Curses | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Torment | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Overkill |
talent | Dark Ritual |
talent | Bone Shield |
detrimental effect | The target is infected by a disease, doing 13.98 blight damage per turn and reducing healing received by 56%. EpidemicEach non-disease blight damage done to it will spread the disease. |
detrimental effect | The target is stunned, reducing damage by 50%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents cooldown twice as slow. Stunned |
beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | The target is doomed to ruin. On falling below 75%, 50% or 25% life all enemies in radius 0 will take 64 darkness damage Prophecy of Ruin |
detrimental effect | The full force of entropy has been brought to bear on the target, inflicting 8.15 darkness and 8.15 temporal damage each turn. Entropic Gift |
detrimental effect | The target is being driven mad by the void, taking 18.91 darkness damage per turn and reducing all powers by 10. Dark Whispers |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Misdirection (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
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 AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed red crystal shard. * You've found the needed snow giant kidney. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one 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 length of troll intestine. | 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 have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +1 Armour: +1 Fatigue: -5% Changes stats: +2 Dex Maximum encumbrance: +23 Physical save: +9 (+4 eff.) Only die when reaching: -80.00 life A pair of boots made of leather. |
Light source | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 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. |
On head | ![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +15% darkness Changes resistances penetration: +15% blight Changes damage: +10% darkness / +6% blight Maximum life: +60.00 Healing mod.: +10% A pointy cloth hat, very wizardly... |
Tool | ![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 11% Changes resistances: +9% lightning / +3% nature / +6% darkness It can be used to heals yourself and all friendly characters within 10 spaces for 132 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 11% for 2 turns. * Increase all damage penetration by 10% for 2 turns. * Increase the duration of 2 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +31% darkness / +3% temporal Changes damage: +14% darkness / +6% temporal Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings can have magical properties. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+3 eff.) Spellpower: +6 (+2 eff.) Mindpower: +5 (+3 eff.) Rings can have magical properties. |
Around waist | ![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +3 (+2 eff.) Changes resistances: +9% blight / +3% fire Reduces incoming crit damage: 10.00% Maximum life: +35.00 Healing mod.: +10% A belt that goes around your waist. |
In main hand | ![]() Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% blight Talent granted: +1 Command Staff Critical mult.: +13.00% Spellpower: +9 (+3 eff.) Spell crit. chance: +16% Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Mana each turn: +0.11 Spellpower: +5 (+2 eff.) Spell crit. chance: +4% 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. |
Main armor | ![]() Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +12 (+6 eff.) Fatigue: +7% Effects on melee hit: * 10% chance to reduce armor by 31% Damage when hit (Melee): 2 blight Changes stats: +4 Dex Changes resistances: +9% mind Changes resistances penetration: +5% blight / +15% acid Changes damage: +12% mind Movement speed: +20% A suit of armour made of leather. |
Cloak | ![]() Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+3 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Around neck | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour penetration: +6 Physical power: +6 (+3 eff.) Changes damage: +6% physical Grants telepathy: Demon/Minor Demon/Major Maximum stamina: +20.00 Maximum hate: +8.00 Combat speed: +10% Amulets can have magical properties. |
Inventory
![]() healing infusion (heal 45; cd 14) 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 45 then cleanse 1 wound, poison, and disease effect. 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. |
![]() movement infusion of the warrior (speed 448%; cd 17) 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: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 448% 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 Strength stat. 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. |
![]() 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: 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. 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. 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. |
![]() Cinderbiter the steel battleaxe (120% power, 2 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 121% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +4 blight / +10 cold Damage (radius 1) on hit: +8 temporal / +8 fire When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 21 Changes resistances penetration: +25% blight Massive two-handed battleaxes. |
![]() ash longbow 'Dourtitan' Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +7 When this weapon hits: Arcane Vortex (10% chance level 3). When wielded/worn: Accuracy: +12 (+7 eff.) Armour penetration: +11 Physical power: +8 (+4 eff.) Changes stats: +3 Str / +5 Mag / +3 Con Changes resistances penetration: +9% all Changes damage: +9% arcane / +6% darkness Reduces incoming crit damage: 15.00% Spellpower: +9 (+3 eff.) Light radius: +1 Longbows are used to shoot arrows at your foes. |
![]() fungal ash longbow of dexterity (+3) Requires: - Dexterity 16 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +7 When wielded/worn: Changes stats: +5 Dex / +3 Con Changes resistances penetration: +9% physical Talent mastery: +0.15 Wild-gift / Fungus It can be used to regenerate 92 life over 5 turns Activation puts all charms on cooldown for 20 turns. Longbows are used to shoot arrows at your foes. |
![]() creative thorny mindstar (100% power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 100% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun Critical mult.: +10.00% Mindpower: +6 (+3 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() nature's living mindstar of life (116% power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 116% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +2% blight Changes damage: +6% nature Disease immunity: +15% Life regen: +0.50 Maximum life: +18.00 Mindpower: +10 (+5 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Requires: - Magic 20 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Power: 113% Range: 1.2x Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% Damage conversion: 50% blight When wielded/worn: Changes resistances: +10% arcane / +10% blight Changes damage: +18% arcane / +18% blight Damage affinity(heal): +20% arcane Spellpower: +14 (+5 eff.) Spell crit. chance: +4% It can be used to create 2 living shards of crystal to serve you for 10 turns Activation costs 45 power out of 45/45. This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
![]() Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +0 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+3 eff.) Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 6 power out of 6/6) : Effective talent level: 3.9 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 47.85 physical damage to all targets in a line. Each target takes an additional 30% damage for each magical debuff they are afflicted with. The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
![]() ash magestaff (111% power, 3 apr, arcane element) Requires: - Magic 16 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% arcane Talent granted: +1 Command Staff Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
![]() ash vilestaff of illumination (111% power, 3 apr, blight element) Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +6 (+3 eff.) Changes damage: +15% blight Talent granted: +1 Command Staff Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 18.79 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() shimmering ash magestaff of fate (111% power, 3 apr, fire element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% fire Talent granted: +1 Command Staff Physical save: +5 (+2 eff.) Spell save: +7 (+3 eff.) Mental save: +6 (+6 eff.) Mana each turn: +0.15 Maximum mana: +43.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +6% Staves designed for wielders of magic, by the greats of the art. |
![]() corrosive dwarven-steel steamsaw (126% power, 14 apr) Requires: - Strength 24 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Power: 127% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +3.0% Attack speed: 100% Block value: +47 Attacks use: 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +8% Effects when hit in melee: * 12% chance to reduce armor by 31% Changes stats: +4 Con Changes resistances: +10% acid Talent granted: +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() dwarven-steel steamsaw of daylight (126% power, 14 apr) Requires: - Strength 24 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Power: 127% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +3.0% Attack speed: 100% Block value: +42 Damage (Melee): +6 light Damage against: +5% Undead Attacks use: 1.0 Steam When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +8% Talent granted: +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() Lightquarry the steel waraxe (103% power, 3 apr) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 104% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) When wielded/worn: Accuracy: +6 (+4 eff.) Armour penetration: +2 Defense: +15 (+7 eff.) Damage when hit (Melee): 6 light Changes resistances: +6% temporal One-handed war axes. |
![]() focusing silk robe of light (+16%) (20 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +20 (+9 eff.) Changes stats: +6 Wil / +5 Mag Changes resistances: +16% light Changes damage: +11% light Mana each turn: +0.18 Psi each turn: +0.15 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() mindwoven linen robe of nature (+16%) (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +16% nature Changes damage: +11% nature Mental save: +15 (+12 eff.) Mindpower: +3 (+2 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +4 Cun Stealth bonus: +10 Movement speed: +12% Shadow Power: +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
![]() insulating pair of iron boots (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% cold / +6% fire Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() polar rough leather gloves of dexterity (+2) (0 def, 1 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+6 eff.) Armour: +1 Damage (Melee): 6 cold Changes stats: +2 Dex Changes resistances: +5% cold Changes damage: +4% cold 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. |
![]() Scumspitter (2 def, 10 armour) Requires: - Heavy armour training - Strength 20 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +10 Defense: +2 (+1 eff.) Fatigue: +7% Effects on melee hit: * 10% chance to slow global speed by 38% Changes stats: +4 Cun / +4 Wil Changes resistances: +12% blight / +3% cold / +18% nature Physical save: +6 (+3 eff.) Mental save: +12 (+10 eff.) A suit of armour made of mail. |
![]() impenetrable steel mail armour of cold 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 (+1 eff.) Fatigue: +12% Changes resistances: +15% cold A suit of armour made of mail. |
![]() prismatic hardened leather armour of Toknor (9 def, 6 armour) Requires: - Strength 16 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+3 eff.) Armour: +6 Defense: +9 (+5 eff.) Fatigue: +8% Changes resistances: +12% light / +10% darkness Critical mult.: +15.00% A suit of armour made of leather. |
![]() Iveranor (0 def, 9 armour) Requires: - Massive armour training - Strength 28 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour penetration: +3 Armour: +9 Fatigue: +22% Changes stats: +7 Dex Changes resistances: +20% acid / +3% blight Only die when reaching: -80.00 life A suit of armour made of metal plates. |
![]() quiver of ash arrows of wind (18/19, 123% power, 7 apr) Requires: - Dexterity 16 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Power: 123% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.5% Capacity: 19 On weapon hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 52 physical damage Travel speed: +200% Arrows are used with bows to pierce your foes to death. |
![]() 0.00 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. |
![]() 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
![]() 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. |
![]() 0.00 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. |
![]() Powered 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. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 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. |
![]() 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. |
![]() piercing steel torque of clear mind [power 2] (13/40 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 40 turns. When used: * Increase all damage penetration by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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 SekeleCorr the Skeleton Corruptor level 10
6th Flare 122nd year of Ascendancy at 13:48 see stats
By SekeleCorr the Skeleton Corruptor level 8
9th Mirth 122nd year of Ascendancy at 20:56 see stats
By SekeleCorr the Skeleton Corruptor level 8
2nd Summertide 122nd year of Ascendancy at 18:01 see stats
By SekeleCorr the Skeleton Corruptor level 14
20th Dusk 122nd year of Ascendancy at 22:33 see stats
Log
Zubykira the eternal bone giant casts Epidemic.
SekeleCorr shrugs off Zubykira the eternal bone giant's 'Epidemic'!
Prophecy of Ruin from Isata the skeleton archer hits SekeleCorr for 18 darkness damage.
Melee retaliation hits Zubykira the eternal bone giant for 1 blight damage.
Zubykira the eternal bone giant hits SekeleCorr for 109 physical, 8 blight, 4 blight (122 total damage).
Ivera the skeleton warrior's Noggin Knocker performs a ranged critical strike against SekeleCorr!
SekeleCorr is stunned further! (now 5 turns)
SekeleCorr resists the vile poison!
Ivera the skeleton warrior's Noggin Knocker hits SekeleCorr for 16 physical damage.
Ivera the skeleton warrior's Noggin Knocker hits SekeleCorr for 19 physical damage.
Ivera the skeleton warrior's Noggin Knocker hits SekeleCorr for 26 physical damage.
Talent Command Staff is ready to use.
Talent Track is ready to use.
Talent Soul Rot is ready to use.
Talent Virulent Disease is ready to use.
Talent Bone Grab is ready to use.
Epidemic from Zubykira the eternal bone giant hits SekeleCorr for 12 blight damage.
Entropic Gift from Isata the skeleton archer hits SekeleCorr for 5 temporal, 2 darkness (7 total damage).
Dark Whispers from Isata the skeleton archer hits SekeleCorr for 5 darkness damage.
Ivera the skeleton warrior is not stunned anymore.
Ivera the skeleton warrior uses Kneecapper.
Isata the skeleton archer shoots!
Zubykira the eternal bone giant resists the disease!
Zubykira the eternal bone giant hits SekeleCorr for (85 to bones), 0 physical, 8 blight, 4 blight (12 total damage).
Melee retaliation hits Zubykira the eternal bone giant for 1 blight damage.
SekeleCorr casts Soul Rot.
SekeleCorr casts Soul Rot.
SekeleCorr's spell attains critical power!
Saving game...