Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Ogre |
Class | Reaver |
Level / Exp | 21 / 49% |
Size | big |
Lifes / Deaths | Killed by Rhaloren Inquisitor at level 7 on the 2nd Mirth 122nd year of Ascendancy at 08:03 0 / 6Killed by Eilinyra the copperhead snake at level 15 on the 32nd Dusk 122nd year of Ascendancy at 16:14 Killed by Salelrathra the faeros at level 17 on the 54th Dusk 122nd year of Ascendancy at 16:56 Killed by Xanydhewen the Guard at level 18 on the 65th Dusk 122nd year of Ascendancy at 20:05 Killed by Mayasethra the blue jelly at level 20 on the 70th Dusk 122nd year of Ascendancy at 08:49 Killed by Siletta the cutpurse at level 21 on the 72nd Dusk 122nd year of Ascendancy at 19:43 |
Primary Stats
Strength | 28 (base 24) |
Dexterity | 31 (base 28) |
Constitution | 13 (base 10) |
Magic | 57 (base 50) |
Willpower | 24 (base 10) |
Cunning | 29 (base 10) |
Resources
Life | -42/609 |
Mana | 263/290 |
Vim | 65/317 |
Healing Factor | 1.1483363011315 |
Regeneration | 7.177101882072 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 13 |
Offense: Mainhand
Damage | 65 |
Accuracy | 40 |
Crit Chance | 11% |
APR | 4 |
Speed | 1.00 |
Offense: Offhand
Damage | 45 |
Accuracy | 40 |
Crit Chance | 11% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 48 |
Crit Chance | 20% |
Speed | 1 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +12% |
Light | +42% |
Nature | +12% |
Blight | +58% |
Arcane | +3% |
Acid | +21% |
All | 0% |
Offense: Damage Penetration
Blight | +20% |
Acid | +20% |
Light | +30% |
Temporal | +10% |
Defense: Base
Armour (hardiness) | 38.08934837382 (81.151787968034%) |
Defense | 26 |
Ranged Defense | 26 |
Fatigue | 25 |
Physical Save | 28 |
Spell Save | 37 |
Mental Save | 30 |
Defense: Resistances
Acid | + 3%( 70%) |
Blight | + 3%( 70%) |
Physical | + 3%( 70%) |
Cold | + 11%( 70%) |
All | 0%( 70%) |
Lightning | + 23%( 70%) |
Light | + 28%( 70%) |
Temporal | + 6%( 70%) |
Mind | + 6%( 70%) |
Darkness | + 13%( 70%) |
Fire | + 3%( 70%) |
Nature | + 3%( 70%) |
Defense: Immunities
Disarm Resistance | 20% |
Instadeath Resistance | 100% |
Confusion Resistance | 10% |
Silence Resistance | 10% |
Pinning Resistance | 0% |
Poison Resistance | 10% |
Knockback Resistance | 0% |
Inscriptions (3/4)
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 5 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 21%, your defense is increased by 21 and all your resistances by 21%. Its effects scale with your Strength 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 61 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 Cunning stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 21%, your defense is increased by 21 and all your resistances by 21%. Its effects scale with your Cunning stat. |
Class Talents
Corruption / Scourge | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Bone | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Corruption / Rot | 1.56 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Vim | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Plague | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Sanguisuge | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Reaving combat | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Staff combat | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Corruption / Torment | 1.56 |
| 5/5 |
| 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 |
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 |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Scintillating Caves. Escort: lost sun paladin (level 2 of Scintillating Caves)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Lacerating Strikes (+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. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * 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 |
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 within | active |
Equipment
On feet | Lelosus the pair of iron boots (0 def, 3 armour) Lelosus the pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * 20 arcane resource burn Changes stats: +2 Mag / +2 Wil / +3 Cun / +1 Con Changes resistances: +3% acid Physical save: +7 (+3 eff.) Spell save: +5 (+2 eff.) Mental save: +6 (+3 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +2 Infravision radius: +7 It can be used to cleanse your mind of up to 5 (based on Magic) detrimental mental effects Activation costs 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
On head | Khelotir (0 def, 1 armour) Khelotir (0 def, 1 armour)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 reduce armor by 34% Damage when hit (Melee): 4 blight Changes stats: +1 Str Changes resistances: +3% blight Changes damage: +21% acid / +6% blight Physical save: +11 (+5 eff.) A cap made of leather. |
On hands | hardened leather gloves 'Gilazor' (0 def, 2 armour) hardened leather gloves 'Gilazor' (0 def, 2 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+3 eff.) Armour: +2 Changes stats: +2 Cun Changes resistances: +6% lightning / +1% physical / +10% darkness Changes resistances penetration: +10% blight Disarm immunity: +10% Confusion immunity: +10% Life regen: +3.00 Stamina each turn: +0.80 Mana each turn: +0.24 Maximum stamina: +13.00 Spellpower: +10 (+3 eff.) Spell crit. chance: +5% Infravision radius: +2 When used to modify unarmed attacks: Power: 115% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +6 Armour Penetration: +3 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Nightmare (10% chance level 3). When this weapon hits: Elemental Bolt (10% chance level 3). When this weapon crits: Dominate (10% chance level 3). Damage (Melee): +9 arcane / +11 darkness It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 14 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | elm totem of healing 'Belymnir' [power 122] (6/15 cooldown) elm totem of healing 'Belymnir' [power 122] (6/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Defense: +15 (+8 eff.) Changes stats: +2 Con Changes damage: +3% arcane Critical mult.: +5.00% Physical save: +3 (+1 eff.) It can be used to heal yourself and all friendly characters within 10 spaces for 122 Activation puts all charms on cooldown for 15 turns. When used: * Heal for 32. Natural totems are made by powerful wilders to store nature power. |
On fingers | Glowstrike the gold ring Glowstrike the gold ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+4 eff.) Physical power: +25 (+9 eff.) Damage when hit (Melee): 6 blight Changes resistances: +28% light Changes resistances penetration: +15% light / +10% blight Changes damage: +14% light Critical mult.: +20.00% Rings make your fingers look great! |
On fingers | solipsist's steel ring of luminosity solipsist's steel ring of luminosityPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 10 light Damage (Ranged): 15 light Changes stats: +3 Mag / +5 Wil / +5 Cun Changes damage: +10% light Mindpower: +7 (+4 eff.) Rings make your fingers look great! |
Around neck | Chargepassion ChargepassionCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +6% temporal / +3% fire / +2% physical Changes damage: +3% lightning Talent masteries: +0.26 Corruption / Rot +0.26 Corruption / Torment Poison immunity: +10% Silence immunity: +10% Amulets make your neck look great! |
In main hand | Ce'Narama the Daycut (120% power, 4 apr, blight element) Ce'Narama the Daycut (120% power, 4 apr, blight element)Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 19 Changes resistances: +6% mind Changes resistances penetration: +15% light / +20% acid Changes damage: +20% blight Talent granted: +1 Command Staff Spellpower: +9 (+3 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
Around waist | Muckwake MuckwakeCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +6 Changes stats: +4 Dex / +4 Cun / +6 Lck Changes damage: +12% nature Trap disarming bonus: +7 Stealth bonus: +6 Disarm immunity: +10% Maximum life: +60.00 Infravision radius: +4 A belt that goes around your waist. |
In off hand | Radianceshine the yew vilestaff (120% power, 4 apr, blight element) Radianceshine the yew vilestaff (120% power, 4 apr, blight element)Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +3% nature / +3% darkness Changes damage: +9% lightning / +18% light / +20% blight Talent granted: +1 Command Staff Spellpower: +9 (+3 eff.) Spell crit. chance: +3% Light radius: +3 Staves designed for wielders of magic, by the greats of the art. |
Cloak | Harezilabers the linen cloak (1 def, 6 armour) Harezilabers the linen cloak (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+1 eff.) Changes stats: +3 Wil Changes resistances: +11% cold Reduces incoming crit damage: 15.00% Life regen: +2.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Rhetodan (0 def, 9 armour) Rhetodan (0 def, 9 armour)Requires: - Massive armour training - Strength 28 Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Changes stats: +3 Cun / +6 Wil Changes resistances: +17% lightning Changes resistances penetration: +10% temporal Changes damage: +12% blight Mental save: +16 (+8 eff.) Life regen: +1.00 Spellpower on spell critical (stacks up to 3 times): +2 Maximum life: +28.00 Healing mod.: +12% A suit of armour made of metal plates. |
Inventory
This item will automatically be transmogrified when you leave the level. biting gale rune (damage 171; dur 4; cd 18)biting gale rune (damage 171; dur 4; cd 18) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 171.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. 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. |
This item will automatically be transmogrified when you leave the level. blink rune (range 4; phase 17; cd 14)blink rune (range 4; phase 17; cd 14) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: 4 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. 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. |
This item will automatically be transmogrified when you leave the level. manasurge rune of the sneak (regen 918% over 10 turns; mana 46; cd 15)manasurge rune of the sneak (regen 918% over 10 turns; mana 46; cd 15) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 918% for 10 turns (22 total) and instantly restoring 46 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. 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. |
stabilizing copper amulet stabilizing copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% temporal Pinning immunity: +23% Knockback immunity: +20% Amulets make your neck look great! |
copper ring 'Silywen' copper ring 'Silywen'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Reduces incoming crit damage: 10.00% Blindness immunity: +10% Silence immunity: +10% Disarm immunity: +23% Pinning immunity: +24% Knockback immunity: +20% Teleport immunity: +20% Life regen: +2.00 Maximum life: +21.00 Rings make your fingers look great! |
steel ring steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings make your fingers look great! |
steel ring 'Kyrek' steel ring 'Kyrek'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 10 mind Changes stats: +6 Wil Changes resistances: +7% nature / +7% blight Changes damage: +6% mind Poison immunity: +10% Disease immunity: +12% Maximum psi: +20.00 Rings make your fingers look great! |
titan's copper ring of clarity titan's copper ring of clarityInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+2 eff.) Mental save: +6 (+3 eff.) Confusion immunity: +21% Rings make your fingers look great! |
Lorefang the steel dagger (129% power, 6 apr) Lorefang the steel dagger (129% power, 6 apr)Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Power: 129% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 24 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +4 blight When wielded/worn: Physical crit. chance: +5.0% Damage when hit (Melee): 2 mind Changes resistances penetration: +10% blight Sharp, short and deadly. |
steel longsword 'Rhedir' (108% power, 3 apr) steel longsword 'Rhedir' (108% power, 3 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Power: 108% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 83 damage Damage (Melee): +7 cold Damage (radius 2) on crit: +4 acid When wielded/worn: Accuracy: +7 (+3 eff.) Defense: +6 (+3 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 19 Changes resistances penetration: +15% acid Changes damage: +3% mind Disarm immunity: +23% Sharp, long, and deadly. |
ash starstaff 'Tidepower' (111% power, 3 apr, light element) ash starstaff 'Tidepower' (111% power, 3 apr, light element)Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour penetration: +2 Physical power: +10 (+4 eff.) Changes stats: +2 Str / +3 Dex Changes damage: +15% light / +3% cold Talent granted: +1 Command Staff Critical mult.: +10.00% Physical save: +3 (+1 eff.) Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
Runeruigen (103% power, 3 apr) Runeruigen (103% power, 3 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Power: 104% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 20% chance to reduce armor by 34% * Create an explosion dealing 83 acid damage (1/turn) On weapon crit: * Wound the target dealing 189 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +6 (+2 eff.) Physical crit. chance: +6.0% Physical power: +7 (+3 eff.) Defense: +6 (+3 eff.) Changes resistances penetration: +5% acid Changes damage: +9% acid Disarm immunity: +21% Spellpower on spell critical (stacks up to 3 times): +2 One-handed war axes. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Crystalline Hardened leather gloves (0 def, 2 armour) Crystalline Hardened leather gloves (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 It is part of a set of items. When wielded/worn: Physical power: +12 (+4 eff.) Armour: +2 Changes stats: +3 Wil / +3 Con Changes damage: +10% arcane Spellpower: +12 (+4 eff.) When used to modify unarmed attacks: Power: 126% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage conversion: 100% arcane It can be used to recover the Crystal Focus (destroys this weapon) Activation costs 1 power out of 1/1. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Transformed with the power of the Spellblaze. |
Neralle (0 def, 2 armour) Neralle (0 def, 2 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +14 (+5 eff.) Armour: +2 Fatigue: +3% Changes stats: +4 Dex / +4 Mag Changes resistances: +5% arcane Changes damage: +3% arcane Mana each turn: +0.16 Spellpower: +5 (+2 eff.) When used to modify unarmed attacks: Power: 121% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +7 Armour Penetration: +9 Crit. chance: +15.0% Attack speed: 83% Metal gloves protecting the hands up to the middle of the lower arm. |
Arewe the iron helm (0 def, 3 armour) Arewe 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: Armour: +3 Fatigue: +5% Changes stats: +1 Mag Changes resistances penetration: +10% acid Physical save: +12 (+6 eff.) Spellpower on spell critical (stacks up to 3 times): +8 Spell crit. chance: +2% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Glimmerquencher the rough leather cap (0 def, 1 armour) Glimmerquencher the rough leather cap (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 2 acid Changes stats: +2 Str / +1 Dex / +4 Mag Changes resistances penetration: +10% light Light radius: +1 A cap made of leather. |
Gorondur (0 def, 3 armour) Gorondur (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 20% chance to slow global speed by 44% Changes resistances: +3% blight / +5% arcane / +18% acid Physical save: +12 (+6 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. aegis linen wizard hat of darkness (+16%) (1 def, 0 armour)aegis linen wizard hat of darkness (+16%) (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +16% darkness Changes damage: +11% darkness Life regen: +1.60 Damage Shield Power: +6% A pointy cloth hat, very wizardly... |
miner's rough leather cap of trickery (0 def, 3 armour) miner's rough leather cap of trickery (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +4 Armour: +3 Fatigue: +1% Changes stats: +2 Cun / +3 Dex Infravision radius: +2 A cap made of leather. |
duelist's cured leather armour of the deep (9 def, 9 armour) duelist's cured leather armour of the deep (9 def, 9 armour)Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +9 Defense: +9 (+5 eff.) Fatigue: +7% Changes stats: +4 Cun / +4 Dex Changes resistances: +7% acid / +6% cold Allows you to breathe in: water A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. volcanic cured leather armour of command (13 def, 16 armour)volcanic cured leather armour of command (13 def, 16 armour) Requires: - Strength 14 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +16 Defense: +13 (+7 eff.) Fatigue: +7% Damage (Melee): 6 fire Damage (Ranged): 5 fire Changes stats: +2 Cun Changes resistances: +14% fire / +12% physical Mental save: +13 (+7 eff.) A suit of armour made of leather. |
Emelolratira (0 def, 2 armour, 94% power, 18.5 block) Emelolratira (0 def, 2 armour, 94% power, 18.5 block)Requires: - Shield usage training - Strength 11 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Power: 95% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +18 Damage (Melee): +11 nature When wielded/worn: Armour: +2 Fatigue: +8% Changes stats: +5 Dex Changes resistances: +11% nature / +11% blight Talent granted: +1 Block Mental save: +12 (+6 eff.) Equilibrium when hit: +0.12 Maximum life: +20.00 Mindpower: +10 (+5 eff.) Infravision radius: +2 Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. high-capacity quiver of elm arrows of accuracy (52/52, 115% power, 5 apr)high-capacity quiver of elm arrows of accuracy (52/52, 115% power, 5 apr) Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Power: 115% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +11 Armour Penetration: +5 Crit. chance: +1.0% Capacity: 52 When wielded/worn: Ammo reloads per turn: +3 Arrows are used with bows to pierce your foes to death. |
4 agate 4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
185 alchemist agate 185 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. |
4 aquamarine 4 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal 7 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz 4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 spinel 4 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. |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Camyrig the brass lantern Camyrig the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Cun / +1 Con Changes resistances: +3% acid Silence immunity: +20% Confusion immunity: +10% Maximum life: +103.00 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. |
Shockserpent the brass lantern Shockserpent the brass lanternInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Str Changes resistances: +9% cold Changes resistances penetration: +5% lightning Mental save: +6 (+3 eff.) Light radius: +3 See stealth: +6 See invisible: +5 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. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: 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. |
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. |
This item will automatically be transmogrified when you leave the level. pouch of iron shots 'Sleetbile' (16/16, 109% power, 1 apr)pouch of iron shots 'Sleetbile' (16/16, 109% power, 1 apr) Requires: - Dexterity 11 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 1 Power: 109% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +4.0% Capacity: 16 Damage Shield penetration (this weapon only): +20% Damage (Ranged): +19 cold / +20 mind / +8 arcane Damage (radius 1) on hit: +8 mind / +20 cold Shots are used with slings to pummel your foes to death. |
Radhelin the Scorchjeer [power 110] (6/15 cooldown) Radhelin the Scorchjeer [power 110] (6/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes stats: +3 Dex / +2 Mag / +6 Wil / +1 Cun Changes damage: +6% fire See invisible: +6 It can be used to project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 110 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Heal for 35. Torques are made by powerful psionics to store psionic powers. |
Tarrysin the Blazewilter [power 116] (6/15 cooldown) Tarrysin the Blazewilter [power 116] (6/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes resistances: +3% lightning / +3% acid Changes damage: +3% lightning / +9% acid It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
4 amethyst 4 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 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. |
7 citrine 7 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. |
3 zircon 3 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 Bahndth the Ogre Reaver level 18
63rd Dusk 122nd year of Ascendancy at 10:44 see stats
By Bahndth the Ogre Reaver level 20
71st Dusk 122nd year of Ascendancy at 13:22 see stats
By Bahndth the Ogre Reaver level 10
1st Summertide 122nd year of Ascendancy at 15:51 see stats
By Bahndth the Ogre Reaver level 20
70th Dusk 122nd year of Ascendancy at 08:38 see stats
By Bahndth the Ogre Reaver level 10
3rd Summertide 122nd year of Ascendancy at 04:03 see stats
By Bahndth the Ogre Reaver level 8
6th Mirth 122nd year of Ascendancy at 17:49 see stats
By Bahndth the Ogre Reaver level 16
44th Dusk 122nd year of Ascendancy at 04:24 see stats
Log
Bahndth is stunned!
Your shield crumbles under the damage!
The shield around Bahndth crumbles.
Bahndth is pinned to the ground.
Bahndth is poisoned!
Siletta the cutpurse's Noggin Knocker hits Bahndth for (0 absorbed), 18 physical (18 total damage).
Siletta the cutpurse's Noggin Knocker hits Bahndth for 19 physical, 90 nature (108 total damage).
Siletta the cutpurse's Noggin Knocker hits Bahndth for (18 absorbed), 0 physical (0 total damage).
Bahndth's Soul Rot hits Siletta the cutpurse for (10 flat reduction), 81 blight (81 total damage).
Poison from Siletta the cutpurse hits Bahndth for 42 nature damage.
Siletta the cutpurse receives 9 healing from Deadly Poison from Siletta the cutpurse.
Deadly Poison from Siletta the cutpurse hits Bahndth for 21 nature damage.
Siletta the cutpurse uses Kneecapper.
Bahndth casts Channel Staff.
Bahndth misses Siletta the cutpurse.
Siletta the cutpurse starts to bleed.
Bahndth hits Siletta the cutpurse for (10 flat reduction), 0 blight, 0 arcane, (5 flat reduction), 0 light, (10 flat reduction), 0 blight (0 total damage).
Bahndth's Channel Staff hits Siletta the cutpurse for (10 flat reduction), 24 blight (24 total damage).
Siletta the cutpurse's Kneecapper hits Bahndth for 53 physical damage.
Poison bursts out of Bahndth's corpse!
Talent Command Staff is ready to use.
Talent Worm Walk is ready to use.
Talent Ogric Wrath is ready to use.
Talent Channel Staff is ready to use.
Talent Pestilent Blight is ready to use.
Poison from Siletta the cutpurse hits Bahndth for 42 nature damage.
Siletta the cutpurse receives 9 healing from Deadly Poison from Siletta the cutpurse.
Deadly Poison from Siletta the cutpurse hits Bahndth for 21 nature damage.
Bahndth the level 21 ogre reaver was treehugged to death by Siletta the cutpurse on level 4 of The Maze.