









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | 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 1.7.0Donators/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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Cornac |
Class | Doomed |
Level / Exp | 11 / 84% |
Size | medium |
Lifes / Deaths | Killed by Aerurissra the rattlesnake at level 11 on the 6th Flare 122nd year of Ascendancy at 21:48 1 / 4Killed by Aerurissra the rattlesnake at level 11 on the 6th Flare 122nd year of Ascendancy at 23:42 Killed by Aerurissra the rattlesnake at level 11 on the 7th Flare 122nd year of Ascendancy at 00:43 Killed by Aldenrba at level 11 on the 7th Flare 122nd year of Ascendancy at 00:45 |
Primary Stats
Strength | 15 (base 11) |
Dexterity | 11 (base 10) |
Constitution | 14 (base 13) |
Magic | 10 (base 10) |
Willpower | 29 (base 28) |
Cunning | 30 (base 30) |
Resources
Life | 302/302 |
Hate | 100/100 |
Healing Factor | 1.0372895330003 |
Regeneration | 2.3339014492508 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Offense: Mainhand
Damage | 9 |
Accuracy | 25 |
Crit Chance | 13% |
APR | 12 |
Speed | 1.00 |
Offense: Offhand
Damage | 9 |
Accuracy | 25 |
Crit Chance | 13% |
APR | 12 |
Speed | 1.00 |
Offense: Spell
Spellpower | 5 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 10% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +6% |
Mind | +9% |
All | 0% |
Offense: Damage Penetration
Blight | +10% |
Mind | +5% |
Defense: Base
Armour (hardiness) | 2 (30%) |
Defense | 12 |
Ranged Defense | 12 |
Fatigue | 1 |
Physical Save | 22 |
Spell Save | 14 |
Mental Save | 23 |
Defense: Resistances
Lightning | + 3%( 70%) |
Nature | + 11%( 70%) |
Blight | + 11%( 70%) |
Physical | + 3%( 70%) |
Cold | + 3%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 18% |
Confusion Resistance | 18% |
Fear Resistance | 18% |
Instadeath Resistance | 100% |
Knockback Resistance | 18% |
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 189 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Cursed / Darkness | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Shadows | 1.50 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Cursed / Punishments | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Force of will | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.20 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Gestures | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Dark sustenance | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
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 failed to protect the lost tinker from death by stone troll. Escort: lost tinker (level 2 of Trollmire) | failed |
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 |
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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | 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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' | 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 within2 lumberjacks have died. | done |
Equipment
Light source | ![]() Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Str / +1 Con Changes resistances: +3% cold Changes resistances penetration: +10% blight Maximum life: +40.00 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 | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 20% chance to reduce armor by 10% Changes stats: +3 Wil Changes resistances penetration: +5% mind Changes damage: +9% mind Physical save: +6 (+3 eff.) Curse of Misfortune A pointy cloth hat, very wizardly... |
Tool | ![]() Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+5 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Around waist | ![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Effects on melee hit: * 10% chance to reduce damage dealt by 17% Changes stats: +1 Dex Changes damage: +6% darkness Physical save: +8 (+4 eff.) Mindpower: +3 (+2 eff.) Curse of Shrouds A belt that goes around your waist. |
In main hand | ![]() Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.0 - 2.2 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: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Mindpower: +4 (+2 eff.) Mental crit. chance: +1% Curse of Madness 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. |
Main armor | ![]() Requires: - Strength 10 Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+3 eff.) Fatigue: +6% Changes resistances: +11% nature / +11% blight Curse of Corpses A suit of armour made of leather. |
In off hand | ![]() Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 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: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Mental save: +2 (+1 eff.) Maximum psi: +11.00 Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Curse of Corpses 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 | ![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Maximum life: +30.00 Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +5 (+5 eff.) Fatigue: -5% Changes resistances: +3% lightning / +3% physical Mental save: +3 (+1 eff.) Life regen: +2.00 Amulets make your neck look great! |
Inventory
![]() Yvyvea the iron battleaxe (Corpses) (15-22 power, 1 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 15.0 - 22.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% When this weapon hits: Curse of Defenselessness (20% chance level 1). When wielded/worn: Changes stats: +2 Wil Spell save: +3 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +10 (+5 eff.) Curse of Corpses Massive two-handed battleaxes. |
![]() flaming iron greatmaul of massacre (Corpses) (25-38 power, 1 apr) Requires: - Strength 11 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 25.0 - 37.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% Damage (radius 1) on hit: +7 fire Curse of Corpses Massive two-handed mauls. |
![]() acidic iron mace of massacre (Misfortune) (18-24 power, 2 apr) Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 17.5 - 24.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Curse of Misfortune Blunt and deadly. |
![]() Darktrencher (Nightmares) (5-6 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] 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% Damage (Melee): +4 darkness When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 17% Changes stats: +3 Cun Changes damage: +9% darkness / +6% mind Talent granted: +1 Attune Mindstar Critical mult.: +7.00% Physical save: +2 (+1 eff.) Spell save: +3 (+3 eff.) Mental save: +3 (+1 eff.) Equilibrium when hit: +0.90 Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Healing mod.: +12% Heals friendly targets nearby when you use a nature summon: +14 Curse of Nightmares 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. |
![]() horrifying vined mindstar of life (Shrouds) (6-6 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 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: Damage (Melee): 5 mind / 5 darkness Changes damage: +2% mind / +5% darkness Talent granted: +1 Attune Mindstar Life regen: +0.50 Maximum life: +10.00 Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() nature's mossy mindstar of balance (Shrouds) (2-3 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 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: Changes resistances: +2% blight Changes damage: +3% nature Talent granted: +1 Attune Mindstar Physical save: +3 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +3 (+1 eff.) Disease immunity: +10% Equilibrium when hit: +0.60 Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() nature's vined mindstar of life (Corpses) (4-4 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.0 - 4.4 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: Changes resistances: +3% blight Changes damage: +3% nature Talent granted: +1 Attune Mindstar Disease immunity: +10% Life regen: +0.70 Maximum life: +10.00 Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Curse of Corpses 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. |
![]() elm magestaff 'Hellsstun' (Shrouds) (10-12 power, 2 apr, fire element) Requires: - Magic 11 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Armour: +2 Defense: +6 (+6 eff.) Changes resistances: +3% acid / +3% darkness Changes damage: +19% fire Talent granted: +1 Command Staff Silence immunity: +20% Stun/Freeze immunity: +10% Spellpower: +3 (+2 eff.) Spell crit. chance: +1% Light radius: +3 Curse of Shrouds It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 41.84 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() overgrown iron steamgun of dampening (Nightmares) Requires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Infused by nature Infused by arcane disrupting forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Attack speed: 100% Firing range: +6 When this weapon hits: Overgrowth (10% chance level 1). Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes resistances: +8% acid / +7% lightning / +7% cold / +8% fire / +3% all Spell save: +6 (+6 eff.) Life regen: +0.60 Curse of Nightmares Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() hateful iron waraxe of daylight (Madness) (12-18 power, 2 apr) Requires: - Strength 11 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +6 darkness / +6 light Damage against: +5% Living / +8% Undead Curse of Madness One-handed war axes. |
![]() rough leather belt 'Voramivena' (Corpses) Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +8 (+8 eff.) Changes resistances: +3% blight / +3% darkness Stealth bonus: +6 Spell save: +3 (+3 eff.) Mental save: +3 (+1 eff.) Silence immunity: +10% Teleport immunity: +20% See invisible: +6 Curse of Corpses A belt that goes around your waist. |
![]() mindwoven woollen robe (Shrouds) (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +9% all Mental save: +16 (+8 eff.) Mindpower: +3 (+2 eff.) Mental crit. chance: +3% Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() tormentor's woollen robe (Shrouds) (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +2 Cun Changes resistances: +9% all Critical mult.: +11.00% Hate when firing a critical mind attack: +2.00 Psi when firing a critical mind attack: +1.00 Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 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% chance to reduce damage dealt by 17% Changes stats: +3 Cun / +2 Wil Changes resistances: +3% darkness Changes damage: +12% lightning Physical save: +6 (+3 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+3 eff.) Curse of Misfortune Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() pair of iron boots (Misfortune) (0 def, 3 armour) Requires: - Heavy armour training 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Curse of Misfortune Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() pair of rough leather boots of evasion (Nightmares) (2 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +2 (+2 eff.) Activating this item is instant. Curse of Nightmares It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 21% chance to evade melee and ranged attacks and 9 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+5 eff.) Armour: +1 Fatigue: +1% Changes stats: +3 Str / +2 Cun Changes resistances: +3% lightning / +6% fire / +3% darkness Stun/Freeze immunity: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses Metal gloves protecting the hands up to the middle of the lower arm. |
![]() iron mail armour 'Glintcast' (Madness) (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 (+2 eff.) Fatigue: +12% Damage when hit (Melee): 4 arcane Changes resistances: +16% lightning / +3% acid / +3% light / +5% arcane Light radius: +3 Curse of Madness A suit of armour made of mail. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() brass lantern 'Tuluruithad' Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +6% nature / +2% physical Changes damage: +6% mind Silence immunity: +10% Knockback immunity: +10% Mana when firing critical spell: +2.00 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. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 11 fire Changes resistances: +5% fire 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() storming pouch of steel shots of wind (19/20, 20-25 power, 2 apr) Requires: - Dexterity 16 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 20.5 - 24.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +4.5% Capacity: 20 On weapon hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 26 physical damage Travel speed: +200% Damage (Ranged): +10 lightning Damage (radius 2) on crit: +5 lightning Shots are used with slings to pummel your foes to death. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Aldenrba the Cornac Doomed level 11
3rd Summertide 122nd year of Ascendancy at 15:58 see stats
By Aldenrba the Cornac Doomed level 10
5th Mirth 122nd year of Ascendancy at 05:02 see stats
By Aldenrba the Cornac Doomed level 7
78th Pyre 122nd year of Ascendancy at 05:05 see stats
By Aldenrba the Cornac Doomed level 11
7th Flare 122nd year of Ascendancy at 00:45 see stats
Log
Poison from Aerurissra the rattlesnake hits Aldenrba for (3 deflected), 9 nature (9 total damage).
Veluserin the stone troll casts Drain.
Shadow casts Fade.
Shadow fades!
Mayivena the degenerated skeleton warrior casts Draining Assault.
You have deflected 5 incoming damage!
Aldenrba begins to fear you.
Aldenrba is on fire!
Mayivena the degenerated skeleton warrior steals life from Aldenrba!
Veluserin the stone troll hits Shadow for 0 blight, 0 blight, 0 nature, 0 blight, 0 fire (0 total damage).
Aldenrba hits Mayivena the degenerated skeleton warrior for 22 healing, 1 healing, 24 healing, 1 healing (0 total damage) [49 healing].
Mayivena the degenerated skeleton warrior hits Aldenrba for (5 deflected), 82 physical, 5 fire, 88 physical, 5 fire (181 total damage).
Something hits Shadow for 22 nature damage.
Arethra the treant's Shoot hits Shadow for 39 physical, 3 nature, 6 lightning (48 total damage).
Aerurissra the rattlesnake uses Shattering Shout.
Aldenrba is no longer being stalked by Aerurissra the rattlesnake.
Aerurissra the rattlesnake hits Shadow for 222 physical damage.
Aerurissra the rattlesnake hits Shadow for 0 physical damage.
Aerurissra the rattlesnake hits Aldenrba for 221 physical damage.
Aldenrba the level 11 cornac doomed was eviscerated to death by Aerurissra the rattlesnake on level 2 of Trollmire.
You have 1 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Aerurissra the rattlesnake killed Shadow!
Aerurissra the rattlesnake killed Aldenrba!
Saving game...
Shadow returns to the shadows.
Saving done.
Personal New Achievement: Utterly Destroyed (Insane (Adventure) difficulty)!