Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Ogre |
Class | Corruptor |
Level / Exp | 16 / 80% |
Size | big |
Lifes / Deaths | Killed by Mayawen the white wolf at level 16 on the 39th Dusk 122nd year of Ascendancy at 07:38 / 1 |
Primary Stats
Strength | 13 (base 10) |
Dexterity | 11 (base 10) |
Constitution | 33 (base 31) |
Magic | 50 (base 43) |
Willpower | 25 (base 13) |
Cunning | 14 (base 10) |
Resources
Life | -72/722 |
Vim | 23/160 |
Healing Factor | 1.4889294477288 |
Regeneration | 3.3500912573898 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 3 |
See Invisible | 2 |
Offense: Mainhand
Damage | 25 |
Accuracy | 5 |
Crit Chance | 7% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 43 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 25 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Acid | +10% |
Darkness | +10% |
Blight | +21% |
Mind | +9% |
Fire | +15% |
All | 0% |
Offense: Damage Penetration
Mind | +20% |
All | 0% |
Defense: Base
Armour (hardiness) | 14.5 (43.579428603723%) |
Defense | 27 |
Ranged Defense | 27 |
Fatigue | 12 |
Physical Save | 25 |
Spell Save | 33 |
Mental Save | 21 |
Defense: Resistances
Acid | + 9%( 70%) |
Blight | + 16%( 70%) |
Cold | + 34%( 70%) |
All | + 6%( 70%) |
Darkness | + 9%( 70%) |
Light | + 9%( 70%) |
Temporal | + 11%( 70%) |
Fire | + 34%( 70%) |
Mind | + 11%( 70%) |
Defense: Immunities
Silence Resistance | 20% |
Pinning Resistance | 20% |
Disarm Resistance | 41% |
Instadeath Resistance | 100% |
Knockback Resistance | 21% |
Inscriptions (3/3)
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 309 life over 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 86 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 536% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
Corruption / Blood | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Plague | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Vim | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Blight | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Corruption / Sanguisuge | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Conditioning | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Corruption / Curses | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Torment | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Hexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 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 heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
Escort the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest) | active |
You successfully escorted the lost warrior to the recall portal on level 2 of Scintillating Caves. Escort: lost warrior (level 2 of Scintillating Caves)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | done |
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 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 |
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 the savior. He has given you some notes on the ingredients: * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' | 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 within4 lumberjacks have died. | done |
Equipment
On feet | pair of rough leather boots 'Blackusher' (5 def, 1 armour) pair of rough leather boots 'Blackusher' (5 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +3 Physical crit. chance: +4.0% Physical power: +4 (+2 eff.) Armour: +1 Defense: +5 (+2 eff.) Changes resistances: +3% darkness / +6% fire Mental save: +9 (+4 eff.) Maximum life: +20.00 Healing mod.: +20% A pair of boots made of leather. |
Light source | Mayoma MayomaInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Wil Changes resistances: +6% temporal Changes resistances penetration: +20% mind Changes damage: +6% mind Only die when reaching: -20.00 life Maximum life: +60.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Salyssra (21 def, 4 armour) =11= Salyssra (21 def, 4 armour) =11=Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +4 Defense: +21 (+10 eff.) Changes stats: +2 Dex / +2 Con Changes resistances: +11% blight Changes damage: +11% blight Only die when reaching: -20.00 life A pointy cloth hat, very wizardly... |
Tool | iron torque of psionic shield 'Layileba' [power 25] (24/25 cooldown) =shield= iron torque of psionic shield 'Layileba' [power 25] (24/25 cooldown) =shield=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Physical save: +15 (+8 eff.) Infravision radius: +3 It can be used to setup a psionic shield, reducing all damage taken by 25 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage penetration by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | copper ring of tenacity copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Disarm immunity: +21% Pinning immunity: +20% Knockback immunity: +21% Maximum life: +22.00 Rings make your fingers look great! |
On fingers | conjurer's steel ring of power =11= conjurer's steel ring of power =11=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+3 eff.) Changes stats: +5 Mag / +4 Wil Spellpower: +13 (+4 eff.) Mindpower: +5 (+2 eff.) Rings make your fingers look great! |
Around waist | Belomalin the rough leather belt Belomalin the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% mind / +3% light Silence immunity: +20% Maximum life: +70.00 A belt that goes around your waist. |
In main hand | Kor's Fall (10-12 power, 0 apr, darkness element) Kor's Fall (10-12 power, 0 apr, darkness element)Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) 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 (+2 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: 4.2 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 147.08 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (294). 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. |
On hands | Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 38.48 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Main armor | Festerwill (7 def, 6 armour) =ARMOR= Festerwill (7 def, 6 armour) =ARMOR=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: +7 (+3 eff.) Fatigue: +12% Damage when hit (Melee): 4 nature Changes resistances: +17% cold Life regen: +2.00 Stamina each turn: +1.00 Maximum life: +50.00 Maximum stamina: +30.00 Healing mod.: +11% A suit of armour made of mail. |
Cloak | Duskclamor (1 def, 0 armour) Duskclamor (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 4 darkness Changes stats: +1 Wil Changes resistances: +3% acid / +3% cold Changes damage: +3% mind Disarm immunity: +20% Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | insulating steel amulet of willpower (+2) insulating steel amulet of willpower (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Wil Changes resistances: +14% fire / +10% cold Amulets make your neck look great! |
Inventory
Mirror Image Rune (dur 6; cd 24) =11= Mirror Image Rune (dur 6; cd 24) =11=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 each turn and immediately after being summoned. 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. |
copper amulet of mastery (0.10 Corruption / Bone) =11= copper amulet of mastery (0.10 Corruption / Bone) =11=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Talent mastery: +0.10 Corruption / Bone Amulets make your neck look great! |
Elerathra the Magmareign =STR= Elerathra the Magmareign =STR=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances penetration: +20% fire Changes damage: +6% mind Maximum hate: +4.00 Maximum psi: +50.00 Mental crit. chance: +1% Rings make your fingers look great! |
Yarychik the copper ring =STR= Yarychik the copper ring =STR=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +2 Str Changes resistances: +5% arcane / +1% physical Physical save: +12 (+6 eff.) Stun/Freeze immunity: +21% Life regen: +2.00 Healing mod.: +5% Rings make your fingers look great! |
rough leather belt 'Glowwinter' =STR= rough leather belt 'Glowwinter' =STR=Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +6 (+3 eff.) Damage when hit (Melee): 6 light / 8 lightning Changes stats: +4 Str / +4 Con Changes resistances: +3% light Changes resistances penetration: +10% lightning Changes damage: +9% light Physical save: +6 (+3 eff.) Size category: +1 A belt that goes around your waist. |
resilient linen cloak of Iron Throne (1 def, 0 armour) =STR= resilient linen cloak of Iron Throne (1 def, 0 armour) =STR=Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Str / +1 Con Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of iron boots 'Shockqueller' (0 def, 3 armour) =STR= pair of iron boots 'Shockqueller' (0 def, 3 armour) =STR=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * 20% chance to reduce all saves and defense by 17 Changes stats: +3 Str / +1 Wil / +3 Con Changes resistances: +9% lightning Changes resistances penetration: +5% mind Infravision radius: +1 It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
cinder iron gauntlets of strength (+2) (0 def, 1 armour) =STR= cinder iron gauntlets of strength (+2) (0 def, 1 armour) =STR=Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+3 eff.) Armour: +1 Fatigue: +1% Damage (Melee): 5 fire Changes stats: +2 Str Changes resistances: +5% fire Changes damage: +4% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. dwarven-steel gauntlets 'Cuthyruidil' (0 def, 4 armour)dwarven-steel gauntlets 'Cuthyruidil' (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +10 (+5 eff.) Armour: +4 Fatigue: +3% Changes stats: +3 Str Changes resistances: +9% mind Changes damage: +12% acid Disease immunity: +20% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Hathileg (0 def, 3 armour) =SHIELDPEN= Hathileg (0 def, 3 armour) =SHIELDPEN=Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 2 acid Changes resistances: +6% lightning / +6% temporal Mana when firing critical spell: +1.00 Spellpower: +15 (+5 eff.) Mental crit. chance: +3% Damage Shield penetration: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Urthutorath (0 def, 1 armour) =WATER= Urthutorath (0 def, 1 armour) =WATER=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +1 Str / +2 Dex / +3 Wil Changes resistances: +6% cold Changes damage: +6% acid Allows you to breathe in: water Light radius: +2 A cap made of leather. |
rough leather cap 'Islemina' (0 def, 1 armour) =STR= rough leather cap 'Islemina' (0 def, 1 armour) =STR=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 10% chance to slow global speed by 43% Changes stats: +4 Str / +2 Dex Changes resistances: +3% acid / +3% fire See invisible: +6 A cap made of leather. |
rough leather cap of the depths (0 def, 1 armour) =WATER= rough leather cap of the depths (0 def, 1 armour) =WATER=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +7% cold Allows you to breathe in: water A cap made of leather. |
Hazejeer (2 def, 4 armour) Hazejeer (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +2% physical / +15% fire Changes damage: +3% cold Pinning immunity: +20% Only die when reaching: -40.00 life A suit of armour made of mail. |
rough leather armour 'Shimmerslicer' (3 def, 2 armour) =STR= rough leather armour 'Shimmerslicer' (3 def, 2 armour) =STR=Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% Damage when hit (Melee): 4 cold Changes stats: +3 Str / +3 Con Changes resistances: +6% lightning Changes resistances penetration: +5% lightning Changes damage: +9% lightning Life regen: +3.00 Maximum life: +34.00 Infravision radius: +1 Healing mod.: +11% A suit of armour made of leather. |
Marduthel the iron pickaxe (dig speed 37 turns) Marduthel the iron pickaxe (dig speed 37 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes resistances penetration: +10% blight Changes damage: +6% nature / +12% blight Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +8 Spell crit. chance: +1% Light radius: +1 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Morbusvengeance the iron pickaxe (dig speed 40 turns) =STR= Morbusvengeance the iron pickaxe (dig speed 40 turns) =STR=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Effects on melee hit: * 20% chance to slow global speed by 43% Changes stats: +2 Str / +3 Mag Changes damage: +9% arcane Maximum vim: +10.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
spinel 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 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. |
Sunwrack [power 145] (24/25 cooldown) =STR= Sunwrack [power 145] (24/25 cooldown) =STR=Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +4 Str / +3 Mag Light radius: +1 It can be used to summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 311 Base Damage: 164 Armor: 5 All Resist: 0 Activation puts all charms on cooldown for 25 turns. When used: * Reduce 1 talent cooldowns by 2. * Gain a 13% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
ametrine ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine 3 citrine0.00 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. |
2 zircon 2 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 Annreard the Ogre Corruptor level 7
1st Flare 122nd year of Ascendancy at 09:14 see stats
By Annreard the Ogre Corruptor level 10
4th Dusk 122nd year of Ascendancy at 17:39 see stats
By Annreard the Ogre Corruptor level 13
14th Dusk 122nd year of Ascendancy at 17:26 see stats
By Annreard the Ogre Corruptor level 6
79th Pyre 122nd year of Ascendancy at 11:00 see stats
By Annreard the Ogre Corruptor level 6
2nd Mirth 122nd year of Ascendancy at 06:17 see stats
By Annreard the Ogre Corruptor level 15
31st Dusk 122nd year of Ascendancy at 07:38 see stats
Log
Mayawen the white wolf performs a melee critical strike against Annreard!
Annreard is recovering from the damage!
Mayawen the white wolf revels in the spilt blood and grows stronger!
Annreard is dazed!
Annreard resists the knockback!
Mayawen the white wolf hits Annreard for 738 physical, 4 cold (743 total damage).
Melee retaliation hits Mayawen the white wolf for 5 darkness, 4 nature (9 total damage).
Annreard casts Rune: Shatter Afflictions.
A shield forms around Annreard.
Annreard uses iron torque of psionic shield 'Layileba'!
Cyrena, the lost sun paladin says: 'Help! Mayawen the white wolf to the east!'
Rotting Disease from Annreard hits Mayawen the white wolf for 17 blight damage.
Weakness Disease from Annreard hits Mayawen the white wolf for 15 blight damage.
Annreard is not dazed anymore.
Talent Infusion: Movement is ready to use.
Talent Blood Grasp is ready to use.
Mayawen the white wolf hits Annreard for (25 flat reduction), (73 absorbed), 0 physical, (4 flat reduction), 0 cold (0 total damage).
Melee retaliation hits Mayawen the white wolf for 4 darkness, 3 nature (8 total damage).
Annreard uses Infusion: Movement.
Annreard is moving at extreme speed!
Rotting Disease from Annreard hits Mayawen the white wolf for 29 blight damage.
Weakness Disease from Annreard hits Mayawen the white wolf for 24 blight damage.
Your shield crumbles under the damage!
The shield around Annreard crumbles.
Mayawen the white wolf hits Annreard for (25 flat reduction), (13 absorbed), 82 physical (82 total damage).
Melee retaliation hits Mayawen the white wolf for 4 darkness, 3 nature (8 total damage).
Annreard the level 16 ogre corruptor was mauled to death by Mayawen the white wolf on level 2 of Old Forest.