Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Embers of Rage 1.7.0Official 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:
Ashes of Urh'Rok 1.7.0Official 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:
Possessor Bonus Class 1.7.0Donators/Buyers bonus! Forbidden Cults 1.7.0Official 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 | Female |
Race | Cornac |
Class | Wyrmic |
Level / Exp | 17 / 8% |
Size | big |
Lifes / Deaths | Killed by Ivita the large white snake at level 17 on the 15th Haze 122nd year of Ascendancy at 09:34 / 1 |
Primary Stats
Strength | 31 (base 30) |
Dexterity | 11 (base 10) |
Constitution | 11 (base 11) |
Magic | 10 (base 10) |
Willpower | 44 (base 37) |
Cunning | 28 (base 22) |
Resources
Life | -86/722 |
Equilibrium | 151 |
Healing Factor | 1.1097162075846 |
Regeneration | 10.174377299438 |
Speed
Mental | +2.9072344087915% |
Attack | +2.9072344087915% |
Movement | +11.093867610317% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
See Invisible | 18 |
Offense: Mainhand
Damage | 31 |
Accuracy | 38 |
Crit Chance | 9% |
APR | 12 |
Speed | 0.97 |
Offense: Offhand
Damage | 35 |
Accuracy | 38 |
Crit Chance | 9% |
APR | 18 |
Speed | 0.97 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 38 |
Crit Chance | 9% |
Speed | 0.97174897930652 |
Offense: Damage Bonus
Acid | +15% |
Light | +10% |
Nature | +4% |
Blight | +6% |
Cold | +4% |
Mind | +14% |
All | 0% |
Offense: Damage Penetration
Mind | +20% |
Acid | +25% |
Defense: Base
Armour (hardiness) | 23.335093952971 (47.857809501309%) |
Defense | 22 |
Ranged Defense | 22 |
Fatigue | 12 |
Physical Save | 21 |
Spell Save | 25 |
Mental Save | 22 |
Defense: Resistances
Acid | + 52%( 70%) |
Blight | + 13%( 70%) |
Physical | + 7%( 70%) |
Cold | + 20%( 70%) |
All | 0%( 70%) |
Lightning | + 21%( 70%) |
Light | + 39%( 70%) |
Mind | + 11%( 70%) |
Darkness | + 10%( 70%) |
Fire | + 25%( 70%) |
Nature | + 3%( 70%) |
Defense: Immunities
Teleport Resistance | 10% |
Disarm Resistance | 22% |
Bleed Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Pinning Resistance | 22% |
Poison Resistance | 20% |
Blind Resistance | 20% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 29 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 6 turns. While Heroism is active, you will only die when reaching -355 life. The duration and life will increase by 1% for every 1% life you have lost (currently 752 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning 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 22% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
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 241 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 98 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Wild-gift / Sand drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fire drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Venom drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed chunk of ghoul flesh. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within7 lumberjacks have died. | done |
Equipment
On feet | Daimokan (10 def, 3 armour) Daimokan (10 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +10 (+5 eff.) Fatigue: -5% Reduces incoming crit damage: 5.00% Maximum encumbrance: +24 Physical save: +6 (+3 eff.) Spell save: +3 (+1 eff.) Blindness immunity: +20% Maximum life: +60.00 A pair of boots made of leather. |
Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(101 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | Emeleminne (5 def, 3 armour) Emeleminne (5 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Defense: +5 (+2 eff.) Fatigue: +5% Changes stats: +1 Str / +3 Wil / +3 Cun Changes damage: +3% mind Spell save: +3 (+1 eff.) Cut immunity: +20% Maximum life: +40.00 Mindpower: +4 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Daimantir (0 def, 9 armour) Daimantir (0 def, 9 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +9 Damage (Melee): 5 cold Changes resistances: +3% lightning / +8% cold Changes resistances penetration: +10% mind Changes damage: +4% cold Teleport immunity: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | elm totem of summon tentacle [power 95] (1/25 cooldown) elm totem of summon tentacle [power 95] (1/25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 190 Base Damage: 95 Armor: 2 All Resist: 0 Activation puts all charms on cooldown for 25 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | Helljustice the steel ring Helljustice the steel ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Changes resistances: +22% acid / +6% fire / +11% mind Changes damage: +11% acid / +11% mind / +6% blight Mana when firing critical spell: +1.00 Damage Shield penetration: +30% Rings make your fingers look great! |
On fingers | Beluwen BeluwenCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +3% light Poison immunity: +20% Disarm immunity: +22% Pinning immunity: +22% Knockback immunity: +20% Maximum life: +23.00 See invisible: +6 Rings make your fingers look great! |
Around neck | warrior's copper amulet warrior's copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +5% physical Stamina each turn: +0.30 Amulets make your neck look great! |
In main hand | wyrm's mossy mindstar of venom (3-3 power, 12 apr, nature damage) wyrm's mossy mindstar of venom (3-3 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage (Melee): 9 acid / 3 physical / 3 fire / 3 lightning / 3 cold Changes resistances: +7% acid / +2% physical / +2% cold / +3% fire / +3% lightning Changes resistances penetration: +5% acid Changes damage: +4% acid Talent granted: +1 Attune Mindstar Life regen: +1.00 Mindpower: +2 (+1 eff.) Mental crit. chance: +1% 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. |
Around waist | Rheledig the Blazebreeze Rheledig the BlazebreezeCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +3 (+1 eff.) Changes stats: +1 Dex Changes resistances: +9% lightning Changes resistances penetration: +20% acid Spell save: +6 (+3 eff.) Only die when reaching: -60.00 life Size category: +1 A belt that goes around your waist. |
In off hand | vined mindstar of life (5-6 power, 18 apr, mind damage) vined mindstar of life (5-6 power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Life regen: +0.60 Maximum life: +19.00 Mindpower: +4 (+2 eff.) Mental crit. chance: +2% 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. |
Cloak | linen cloak 'Ivotta' (1 def, 0 armour) linen cloak 'Ivotta' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Wil Changes resistances penetration: +5% mind Reduces incoming crit damage: 5.00% Maximum life: +31.00 See invisible: +12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | steel mail armour 'Isywe' (2 def, 6 armour) steel mail armour 'Isywe' (2 def, 6 armour)Requires: - Heavy armour training - Strength 20 Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +2 Wil Changes resistances: +17% acid / +10% darkness / +13% blight / +16% fire / +6% light Changes resistances penetration: +5% mind Light radius: +1 A suit of armour made of mail. |
Inventory
This item will automatically be transmogrified when you leave the level. Ce'NikiraCe'Nikira Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 15% * 20% chance to reduce all saves and defense by 25 Damage when hit (Melee): 6 mind Changes stats: +4 Str Changes resistances: +9% acid Changes resistances penetration: +20% mind Amulets make your neck look great! |
This item will automatically be transmogrified when you leave the level. steel amuletsteel amulet 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 Amulets make your neck look great! |
psionicist's copper ring of corrosion (+20%) psionicist's copper ring of corrosion (+20%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% acid Changes damage: +10% acid Mental save: +6 (+3 eff.) Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. mighty ash longbow of coldmighty ash longbow of cold Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 Damage (Ranged): +9 cold When wielded/worn: Physical power: +11 (+4 eff.) Changes stats: +3 Str Changes damage: +14% cold Longbows are used to shoot arrows at your foes. |
mossy mindstar of balance (3-3 power, 12 apr, nature damage) mossy mindstar of balance (3-3 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Physical save: +3 (+1 eff.) Spell save: +3 (+1 eff.) Mental save: +2 (+1 eff.) Equilibrium when hit: +0.60 Mindpower: +2 (+1 eff.) Mental crit. chance: +1% 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. |
This item will automatically be transmogrified when you leave the level. vined mindstar (6-7 power, 18 apr, mind damage)vined mindstar (6-7 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 6.0 - 6.6 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Mindpower: +4 (+2 eff.) Mental crit. chance: +2% 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. |
This item will automatically be transmogrified when you leave the level. ash magestaff (15-18 power, 3 apr, lightning element)ash magestaff (15-18 power, 3 apr, lightning element) Requires: - Magic 16 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% lightning Talent granted: +1 Command Staff Spellpower: +6 (+6 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
Freezedream the rough leather belt Freezedream the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour penetration: +1 Defense: +30 (+15 eff.) Damage when hit (Melee): 4 cold Changes damage: +3% physical Physical save: +3 (+1 eff.) Life regen: +0.80 Healing mod.: +11% A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. hardened leather belt 'Unlightmark'hardened leather belt 'Unlightmark' Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Effects on melee hit: * 20% chance to reduce armor by 15% Damage when hit (Melee): 4 acid / 8 darkness Changes resistances penetration: +5% darkness Changes damage: +6% nature / +3% darkness Spell save: +8 (+4 eff.) Size category: +1 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. rough leather belt 'Dimrock'rough leather belt 'Dimrock' Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +5 Damage when hit (Melee): 4 cold Changes resistances: +5% arcane / +9% darkness Changes resistances penetration: +5% cold Changes damage: +3% arcane / +3% darkness It can be used to create a temporary shield that absorbs 179 damage Activation puts all charms on cooldown for 30 turns. A belt that goes around your waist. |
Carrionhue the pair of iron boots (0 def, 3 armour) Carrionhue the pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +1 Str / +4 Mag / +3 Con Changes damage: +6% nature / +3% cold Spellpower: +4 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Blazebane the rough leather cap (0 def, 1 armour) Blazebane the rough leather cap (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Armour: +1 Fatigue: +1% Changes stats: +3 Str / +1 Cun / +3 Con Changes resistances: +3% acid Changes resistances penetration: +5% fire Changes damage: +12% acid Light radius: +1 A cap made of leather. |
Runigorn the iron helm (0 def, 3 armour) Runigorn the iron helm (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +5% Changes stats: +5 Str / +1 Mag / +3 Wil / +6 Con A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
cured leather armour 'Ereliregoromileg' (6 def, 4 armour) cured leather armour 'Ereliregoromileg' (6 def, 4 armour)Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +7% Damage when hit (Melee): 2 mind Changes resistances: +16% acid / +6% physical / +6% mind / +16% fire Changes resistances penetration: +5% mind Physical save: +12 (+6 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. prismatic steel plate armour (0 def, 9 armour)prismatic steel plate armour (0 def, 9 armour) Requires: - Massive armour training - Strength 28 Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Changes resistances: +10% light / +11% darkness A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. quiver of ash arrows 'Yarumas' (21/21, 22-32 power, 7 apr)quiver of ash arrows 'Yarumas' (21/21, 22-32 power, 7 apr) Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 22.5 - 31.5 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.5% Capacity: 21 On weapon hit: * 20% chance to reduce all saves and defense by 25 * 20% chance to reduce armor by 15% On weapon crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Damage (Ranged): +12 acid Damage (radius 1) on hit: +20 mind Damage (radius 2) on crit: +4 acid Arrows are used with bows to pierce your foes to death. |
98 alchemist agate 98 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. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Annulment (1/1) Rod of Annulment (1/1)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. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
4 zircon 4 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By stinky the Cornac Wyrmic level 15
74th Dusk 122nd year of Ascendancy at 07:17 see stats
By stinky the Cornac Wyrmic level 10
4th Dusk 122nd year of Ascendancy at 08:18 see stats
By stinky the Cornac Wyrmic level 7
79th Pyre 122nd year of Ascendancy at 13:46 see stats
By stinky the Cornac Wyrmic level 10
12nd Dusk 122nd year of Ascendancy at 01:09 see stats
Log
Stinky uses Infusion: Healing.
stinky gains 2% of a turn from Ancestral Life.
stinky receives 109 healing from Infusion: Healing.
Stinky uses Dissolve.
stinky hits Ivita the large white snake for 5 acid, 3 acid, 1 physical, 1 lightning, 2 cold, 1 fire, 4 light, 6 acid, 3 acid, 1 physical, 1 lightning, 2 cold, 1 fire, 4 light, 5 acid, 3 acid, 1 physical, 1 lightning, 2 cold, 1 fire, 4 light, 6 acid, 3 acid, 1 physical, 1 lightning, 2 cold, 1 fire, 4 light, 5 acid, 3 acid, 1 physical, 1 lightning, 2 cold, 1 fire, 4 light, 5 acid, 3 acid, 1 physical, 1 lightning, 2 cold, 1 fire, 4 light, 5 acid, 3 acid, 1 physical, 1 lightning, 2 cold, 1 fire, 4 light, 5 acid, 3 acid, 1 physical, 1 lightning, 2 cold, 1 fire, 4 light (133 total damage).
Ivita the large white snake uses Bleeding Edge.
Stinky is cut deeply.
Ivita the large white snake hits stinky for 102 physical, 8 nature, 46 physical (156 total damage).
Melee retaliation hits Ivita the large white snake for 6 cold, 6 cold (13 total damage).
Talent Tornado is ready to use.
Talent Attune Mindstar is ready to use.
Talent Acidic Spray is ready to use.
Deep Wound from Ivita the large white snake hits stinky for 33 physical damage.
You fail to use Acidic Spray due to your equilibrium!
Ivita the large white snake uses Skullcracker.
Stinky wanders around!
Ivita the large white snake hits stinky for 83 physical damage.
Melee retaliation hits Ivita the large white snake for 6 cold damage.
Deep Wound from Ivita the large white snake hits stinky for 33 physical damage.
Stinky is confused and fails to use Acidic Spray.
Ivita the large white snake hits stinky for 69 physical, 8 nature, 23 physical (101 total damage).
Greater Weapon Focus from Ivita the large white snake hits stinky for 51 physical, 8 nature (59 total damage).
Melee retaliation hits Ivita the large white snake for 6 cold, 6 cold, 6 cold (19 total damage).
Talent Tornado is ready to use.
Deep Wound from Ivita the large white snake hits stinky for 33 physical damage.
stinky the level 17 cornac wyrmic was bled to death by Ivita the large white snake on level 1 of The Maze.
Ivita the large white snake prepares for the next kill!