Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Doctornull's Class Pack 1.2.5This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Spellsword 1.3.0This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Items Vault 1.3.0Donators/Buyers bonus! More Taints 1.3.0Power comes at a price, but the price is worth paying... This addon adds more Taints to the game. Taints are Inscriptions powered by corrupt forces. As such, they are arcane so Oozemancers and other Zigur Zealots need not apply. Taintmarks are listed on your character sheet under stats. Current Taints are only a little more rare than normal inscriptions. In v1 they will be much rarer but certain bosses will have a guaranteed Taint drop. List of Taints: More Tales 1.2.5More Tales of Maj'Eyal - New quests and zones. New start zone for Shaloren, cos the Scintillating Caves is a bit mean. New zone for Thaloren, extending the Madness of the Ages quest. Necromancy+ 1.3.0Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. Weapons Pack 1.2.4This adds new weapon types and egos to the game. - Tridents are unchanged, but generate more often. Most of the stuff here can be individually turned on/off in the Game Options menu. So you could use this addon just for the extra tridents if you really wanted to. Ashes of Urh'Rok 1.2.4Official 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:
Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Arcanum Class Pack 1.3.0Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Extra Dungeons 1.3.0In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Pepper Pack 1.2.5Adds classes, races, objects and other stuff into the game. Class: Performer / Bard Jacks of all trades, masters of none, Bards are known for being proficient in a vast array of talents, such as melee and ranged combat, spellcasting and performing capabilities and blend all of these styles into a very versatile mix. Race: Animal / Bunnymorph (& Kruk variant) Bunnymorphs are former humanoids morphed into bunnies by a spooky evil dark wizard. This transformation rendered them more fragile but gave them some special talents. Objects and other additions include rapiers, whips, harps, flutes, lutes, singing swords, a new item type (instrument), a new resource pool (melody), a new damage type (sound), a new escort type, a sizable amount of new egos centered around melody, sound damage, new talents and a handful of new artifacts. Thanks to rexorcorum for all the custom images and to game-icons.net for the custom icons. ZOmnibus Addon Pack 1.3.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Slightly More Adventurous 1.1.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. |
Campaign | Arena |
Mode | Normal Roguelike |
Sex | Male |
Race | Superhuman |
Class | Creep |
Level / Exp | 33 / 47% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 26 (base 10) |
Dexterity | 62 (base 47) |
Constitution | 20 (base 10) |
Magic | 22 (base 10) |
Willpower | 65 (base 52) |
Cunning | 63 (base 53) |
Resources
Life | 1665/1665 |
Mana | 542/567 |
Stamina | 334/334 |
Hate | 98/100 |
Healing Factor | 0.99303668561227 |
Regeneration | 6.9512567992859 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +200% |
Vision
Sight | 10 |
Lite | 2 |
Offense: Mainhand
Damage | 96 |
Accuracy | 54 |
Crit Chance | 56% |
APR | 4 |
Speed | 1.00 |
Offense: Offhand
Damage | 60 |
Accuracy | 54 |
Crit Chance | 60% |
APR | 9 |
Speed | 1.00 |
Offense: Spell
Spellpower | 21 |
Crit Chance | 42% |
Speed | 1 |
Offense: Mind
Mindpower | 44.233333333333 |
Crit Chance | 42% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 27 (30%) |
Defense | 41.4 |
Ranged Defense | 41.4 |
Fatigue | 7 |
Physical Save | 30.9875 |
Spell Save | 32.6625 |
Mental Save | 39.8375 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 18% |
Confusion Resistance | 100% |
Fear Resistance | 18% |
Instadeath Resistance | 100% |
Knockback Resistance | 18% |
Inscriptions (3/3)
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: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
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 250 damage for 25 turns. |
Class Talents
Cursed / Gloom | 1.50 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Cunning / Stealth | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Cursed / Darkness | 1.30 |
| 4/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Cursed / Horror | 1.50 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Cursed / Sins | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Tactical | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Stone alchemy | 0.90 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Voidwalker | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Deadly Poison |
talent | Gloom |
talent | Crippling Poison |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 3.0)Penalty : Fractured Sanity: -9% Mind Resistance, -12% Confusion Immunity Power 1+: Unleashed: +9% critical damage, +14% off-hand weapon damage Power 2+: -1 Luck, +5 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 18.7% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
beneficial effect | The target is surrounded by a magical shield, absorbing 27/270 damage nil before it crumbles. Damage Shield |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 3.0)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 18% when tested. Power 1+: Removed from Reality: +4 Physical Resistance, +3 Maximum Physical Resistance Power 2+: -1 Luck, +5 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 11 air and an additional 5 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 2.0)Penalty : Fear of Death: -4% resistance against damage from the undead. Power 1+: Power over Death: +6% damage against the undead. Power 2+: -1 Luck, +2 Strength, +2 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 4. Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
Quests
Seeking wealth, glory, and a great fight, you challenge the Arena! The ArenaCan you defeat your foes and become Master of Arena? | active |
Equipment
On hands | polar rough leather gloves (Corpses) (0 def, 1 armour) polar rough leather gloves (Corpses) (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 cold Changes resistances: +5% cold Changes damage: +3% cold Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
On head | aegis cashmere wizard hat (Nightmares) (2 def, 0 armour) aegis cashmere wizard hat (Nightmares) (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Life regen: +2.00 Damage Shield Power: +8% Curse of Nightmares A pointy cloth hat, very wizardly... Press to compare |
Tool | volcanic yew wand of conjuration [power 205] (10 cooldown) volcanic yew wand of conjuration [power 205] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Talent granted: +4 Volcano It can be used to fire a bolt of a random element (dam 102-205), putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. Press to compare |
On fingers | warrior's gold ring of lightning (+26%) warrior's gold ring of lightning (+26%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Str Changes resistances: +26% lightning Changes damage: +13% lightning Rings can have magical properties. Press to compare |
Around waist | blurring rough leather belt of transcendence (Corpses) blurring rough leather belt of transcendence (Corpses)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +8 Stealth bonus: +6 Physical save: +7 Mindpower: +2 Curse of Corpses A belt that goes around your waist. Press to compare |
In main hand | glacial dwarven-steel rapier of massacre (Madness) (30-39 power, 4 apr) glacial dwarven-steel rapier of massacre (Madness) (30-39 power, 4 apr)Requires: - Dexterity 20 - Strength 20 Infused by nature Crafted by a master 2.50 Encumbrance. Type: weapon / rapier ; tier 3 Base power: 30.0 - 39.0 Uses stats: 40% Dex, 80% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.4% crit.pwr / acc This is a bardic weapon. Armour Penetration: +4 Physical crit. chance: +6.0% Attack speed: 100% Burst (radius 2) on crit: +13 ice When wielded/worn: Armour: +9 Changes resistances penetration: +8% cold Curse of Madness A light sword. Press to compare |
In off hand | acidic voratun dagger of massacre (Nightmares) (46.5-60.45 power, 9 apr) acidic voratun dagger of massacre (Nightmares) (46.5-60.45 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 46.5 - 60.5 Uses stats: 45% Dex, 45% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc This is a bardic weapon. Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +11 acid Curse of Nightmares Sharp, short and deadly. Press to compare |
Light source | brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. Press to compare |
Main armor | volcanic cured leather armour (Nightmares) (2 def, 9 armour) volcanic cured leather armour (Nightmares) (2 def, 9 armour)Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +9 Defense: +2 Fatigue: +7% Damage (Melee): 6 fire Damage (Ranged): 5 fire Changes resistances: +12% fire / +12% physical Curse of Nightmares A suit of armour made of leather. Press to compare |
Inventory
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 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 50 and cleanse 1 wound and poison 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 ability. |
taint of shattering (14% increased damage and resistance penetration for 14 turns) taint of shattering (14% increased damage and resistance penetration for 14 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / taint ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: An aura of destruction surrounds you for 7 turns, increasing all your damage by 14% and granting 14% resistance penetration. However, this also makes you more fragile, reducing all your resistances by 14%. Scales with Taintmarks, which will increase when you inscribe a Taint. It can be used to inscribe your skin with the taint.. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
steel amulet of manastreaming steel amulet of manastreamingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Mag Mana each turn: +0.10 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +20.00 Amulets can have magical properties. |
mule's steel ring of perseverance mule's steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -4% Maximum encumbrance: +21 Stun/Freeze immunity: +20% Life regen: +2.20 Rings can have magical properties. Press to compare |
rogue's steel ring of corrosion (+24%) rogue's steel ring of corrosion (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 Changes stats: +3 Cun Changes resistances: +24% acid Changes damage: +12% acid Rings can have magical properties. Press to compare |
titan's steel ring of clarity titan's steel ring of clarityInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Con Physical save: +4 Mental save: +6 Confusion immunity: +27% Rings can have magical properties. Press to compare |
Khulmanar's Wrath (Misfortune) (70-105 power, 8 apr) Khulmanar's Wrath (Misfortune) (70-105 power, 8 apr)Requires: - Strength 52 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 70.0 - 105.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Physical crit. chance: +8.0% Attack speed: 100% Damage (Melee): +50 fire Damage conversion: 20% fire When wielded/worn: Changes resistances: +20% fire Changes resistances penetration: +25% fire Changes damage: +20% fire The wearer is treated as a demon. Curse of Misfortune It can be used to activate talent Infernal Breath (costing 35 power out of 35/35) : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 79.32 fire damage, and flames will be left dealing a further 18.26 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. Press to compare |
iron greatmaul (Nightmares) (18.5-27.75 power, 1 apr) iron greatmaul (Nightmares) (18.5-27.75 power, 1 apr)Requires: - Strength 11 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 18.5 - 27.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% Curse of Nightmares Massive two-handed mauls. Press to compare |
steel greatmaul (Madness) (30-45 power, 2 apr) steel greatmaul (Madness) (30-45 power, 2 apr)Requires: - Strength 16 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 30.0 - 45.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% Curse of Madness Massive two-handed mauls. Press to compare |
stralite greatmaul (Madness) (53-79.5 power, 3 apr) stralite greatmaul (Madness) (53-79.5 power, 3 apr)Requires: - Strength 35 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 53.0 - 79.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% Curse of Madness Massive two-handed mauls. Press to compare |
arcing orichalcum trident of rage (Corpses) (54-86.4 power, 16 apr) arcing orichalcum trident of rage (Corpses) (54-86.4 power, 16 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 54.0 - 86.4 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +26 lightning When wielded/worn: Accuracy: +16 Changes stats: +10 Str Changes damage: +16% physical Stamina when hit: +0.84 Curse of Corpses A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. Press to compare |
orichalcum trident of crippling (Nightmares) (50.5-80.8 power, 16 apr) orichalcum trident of crippling (Nightmares) (50.5-80.8 power, 16 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 50.5 - 80.8 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Physical crit. chance: +4.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +12.0% Curse of Nightmares A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. Press to compare |
elm club (Misfortune) (13-18.2 power, 2 apr) elm club (Misfortune) (13-18.2 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / club ; tier 1 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% Curse of Misfortune Blunt and deadly. Press to compare |
warbringer's yew club of amnesia (Madness) (27-37.8 power, 4 apr) warbringer's yew club of amnesia (Madness) (27-37.8 power, 4 apr)Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / club ; tier 3 Base power: 27.0 - 37.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: Physical power: +9 Changes stats: +3 Con Changes resistances penetration: +8% physical Disarm immunity: +24% Curse of Madness Blunt and deadly. Press to compare |
Thunderfall (Shrouds) (50-70 power, 6 apr) Thunderfall (Shrouds) (50-70 power, 6 apr)Requires: - Willpower 30 - Strength 50 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Base power: 50.0 - 70.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +50 lightning / +50 physical Burst (radius 2) on crit: +100 lightning / +100 physical Curse of Shrouds It can be used to strike a target at up to range 10 for an automatic critical hit as lightning damage, costing 60 power out of 60/60. Tremendous power is concentrated in this heavy mace. Just dropping it can knock down nearby walls. Press to compare |
bursting dragonbone club (Shrouds) (44-61.6 power, 6 apr) bursting dragonbone club (Shrouds) (44-61.6 power, 6 apr)Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 44.0 - 61.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 111% Burst (radius 2) on crit: +9 shocking sound When wielded/worn: Changes resistances penetration: +11% sound Curse of Shrouds Blunt and deadly. Press to compare |
elemental voratun rapier of massacre (Corpses) (48.5-63.05 power, 6 apr) elemental voratun rapier of massacre (Corpses) (48.5-63.05 power, 6 apr)Requires: - Dexterity 38 - Cunning 38 Powered by arcane forces Crafted by a master 2.50 Encumbrance. Type: weapon / rapier ; tier 5 Base power: 48.5 - 63.1 Uses stats: 40% Dex, 80% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.4% crit.pwr / acc This is a bardic weapon. Armour Penetration: +6 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Changes resistances penetration: +12% acid / +12% fire / +16% lightning / +13% cold Curse of Corpses A light sword. Press to compare |
iron waraxe of projection (Misfortune) (11.5-16.1 power, 2 apr) iron waraxe of projection (Misfortune) (11.5-16.1 power, 2 apr)Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +5 mind Curse of Misfortune It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. One-handed war axes. Press to compare |
iron dagger (Corpses) (9-11.7 power, 5 apr) iron dagger (Corpses) (9-11.7 power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.0 - 11.7 Uses stats: 45% Dex, 45% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc This is a bardic weapon. Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Curse of Corpses Sharp, short and deadly. Press to compare |
iron dagger (Shrouds) (11-14.3 power, 5 apr) iron dagger (Shrouds) (11-14.3 power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 11.0 - 14.3 Uses stats: 45% Dex, 45% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc This is a bardic weapon. Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Curse of Shrouds Sharp, short and deadly. Press to compare |
balanced steel swordbreaker of massacre (Misfortune) (16.5-21.45 power, 3 apr) balanced steel swordbreaker of massacre (Misfortune) (16.5-21.45 power, 3 apr)Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / swordbreaker ; tier 2 Base power: 16.5 - 21.4 Uses stats: 40% Dex, 50% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +1.0% disarm chance / acc This is a bardic weapon. Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% When wielded/worn: Accuracy: +5 Defense: +9 Disarm immunity: +20% Curse of Misfortune A small blade with many notches along its edge. Press to compare |
Merkul's Second Eye (Misfortune) Merkul's Second Eye (Misfortune)Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +400% When wielded/worn: Damage (Ranged): 25 arcane Light radius: +2 Curse of Misfortune This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. Press to compare |
pouch of steel shots of accuracy (24/24, 20-24 power, 2 apr) pouch of steel shots of accuracy (24/24, 20-24 power, 2 apr)Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 20.0 - 24.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +5 Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 24 Shots are used with slings to pummel your foes to death. |
humming linen robe of corrosion (+15%) (Misfortune) (0 def, 0 armour) humming linen robe of corrosion (+15%) (Misfortune) (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +15% acid Changes damage: +10% acid Melody each turn: +0.11 Maximum melody: +11.00 Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. Press to compare |
linen robe of darkness (+15%) (Misfortune) (0 def, 0 armour) linen robe of darkness (+15%) (Misfortune) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +15% darkness Changes damage: +10% darkness Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. Press to compare |
rough leather belt of magery (Madness) rough leather belt of magery (Madness)Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Mag / +3 Wil Spell crit. chance: +3% Curse of Madness A belt that goes around your waist. Press to compare |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Gems can be sold for money or used in arcane rituals. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Gems can be sold for money or used in arcane rituals. |
793 alchemist agate 793 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. |
alchemist's lamp alchemist's lamp1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. Press to compare |
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. |
Wand of Death Wand of DeathPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Changes resistances penetration: +10% blight / +10% cold / +10% darkness Talent mastery: +0.20 Spell / Animus Maximum souls: +3.00 It can be used to fires a death ray (darkness and cold damage that can instantly kill weakened enemies; damage scales with magic), costing 20 power out of 30/30. You can only see it because it is darker than its surroundings. It feels as cold as a grave. Press to compare |
shadowy elven-wood wand of conjuration [power 337] (10 cooldown) shadowy elven-wood wand of conjuration [power 337] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to fire a bolt of a random element (dam 168-337), putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 6 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. Press to compare |
rogue's elm harp (4.5 melee - 4 ranged sound damage) rogue's elm harp (4.5 melee - 4 ranged sound damage)Requires: - Cunning 11 Crafted by a master 3.00 Encumbrance. Type: instrument / harp ; tier 1 When wielded/worn: Defense: +6 Damage (Melee): 4 sound Damage (Ranged): 4 sound Changes stats: +3 Cun Talent granted: +1 Pluck Strings Mental save: +2 Mindpower: +2 Mental crit. chance: +2% A small string instrument. Press to compare |
Achievements
By Brandon the Superhuman Creep level 18
75th Pyre 122nd year of Ascendancy at 20:01 see stats
By Brandon the Superhuman Creep level 10
74th Pyre 122nd year of Ascendancy at 23:43 see stats
By Brandon the Superhuman Creep level 20
76th Pyre 122nd year of Ascendancy at 06:46 see stats
By Brandon the Superhuman Creep level 30
77th Pyre 122nd year of Ascendancy at 20:23 see stats
Log
Rogue shrugs off the critical damage!
Rogue is covered in acid!
Rogue hits Brandon for (6 absorbed), 0 physical, (6 absorbed), 0 physical (0 total damage).
Brandon hits Rogue for 215 physical, 6 fire, 6 cold, 13 cold, 74 physical, 11 acid, 6 fire, 6 cold (337 total damage).
Crippling Poison from Brandon hits Rogue for 20 nature damage.
Acid Splash from Brandon hits Rogue for 9 acid damage.
Rogue misses Brandon.
Rogue hits Brandon for (26 absorbed), 0 physical (0 total damage).
Brandon receives 39 healing from Unnatural Body.
Your score multiplier increases by 0.2!
Rogue hits Brandon for (6 absorbed), 0 physical, (6 absorbed), 0 physical (0 total damage).
Brandon hits Rogue for 128 physical damage.
Brandon killed Rogue!
You pickup 0.50 gold pieces.
You pickup 0.55 gold pieces.
Brandon receives 39 healing from Unnatural Body.
Brandon receives 39 healing from Unnatural Body.
You pickup 2.70 gold pieces.
Brandon receives 39 healing from Unnatural Body.
You pickup 0.55 gold pieces.
Brandon deactivates Gloom.
Brandon deactivates Crippling Poison.
The shield around Brandon crumbles.
Brandon deactivates Deadly Poison.