Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Ashes of Urh'Rok 1.6.7Official 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 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.7Official 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 1.6.6Donators/Buyers bonus! Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Doomelf |
Class | Writhing One |
Level / Exp | 15 / 16% |
Size | huge |
Lifes / Deaths | Killed by Saluribeth the elven tempest at level 15 on the 42nd Dusk 122nd year of Ascendancy at 20:15 / 1 |
Primary Stats
Strength | 11 (base 33) |
Dexterity | 1 (base 10) |
Constitution | 1 (base 13) |
Magic | 21 (base 38) |
Willpower | 4 (base 10) |
Cunning | 1 (base 10) |
Resources
Life | -11/434 |
Insanity | 9/100 |
Healing Factor | 0.92105263157897 |
Regeneration | 8.3544682898099 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +22.60995032651% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 5 |
Offense: Mainhand
Damage | 23 |
Accuracy | 23 |
Crit Chance | 0% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 30 |
Crit Chance | 0% |
Speed | 1 |
Offense: Mind
Mindpower | 17 |
Crit Chance | 0% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +28% |
Lightning | +18% |
Light | +15% |
Temporal | +21% |
Blight | +25% |
Arcane | +22% |
Mind | +18% |
All | +12% |
Offense: Damage Penetration
Physical | +5% |
Acid | +5% |
Defense: Base
Armour (hardiness) | 32.551211628464 (74.117647058824%) |
Defense | 0 |
Ranged Defense | 0 |
Fatigue | 21 |
Physical Save | 11 |
Spell Save | -4 |
Mental Save | 26 |
Defense: Resistances
Acid | + 15%( 70%) |
Darkness | + 28%( 70%) |
Temporal | + 15%( 70%) |
Cold | + 40%( 70%) |
Lightning | + 33%( 70%) |
Fire | + 31%( 70%) |
All | + 12%( 70%) |
Defense: Immunities
Stun Resistance | 75% |
Confusion Resistance | 21% |
Instadeath Resistance | 100% |
Poison Resistance | 20% |
Knockback Resistance | 20% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 19 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 50 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. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 43 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Class Talents
Demented / Friend of the worm | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Demented / Horrific body | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Tentacles | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Demented / Path of horror | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Demented / Controlled horrors | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Disfigured face | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Doomelf | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
talent | Chaos Orbs |
talent | Chant of Fortitude |
beneficial effect | Can walk through walls and quake every turn, 12% more damage and 12% more resistances. Overgrowth |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
detrimental effect | The target has 12 reduced saves and defense, and 9% reduced critical chance. 6 JinxThis effect will fade in 2 turns if the source is not in line of sight. |
beneficial effect | The target has 2 increased life regeneration. Recovery |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
detrimental effect | The target's mind and body is wasting away, reducing all stats by 20. AtrophyThis effect will fade in 2 turns if the source is not in line of sight. |
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 do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | 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 must explore the renegade Shaloren camp. | active |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed sandworm tooth. | 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 | Sootsweep the pair of iron boots (0 def, 4 armour) Sootsweep the pair of iron boots (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +4 Fatigue: +2% Effects on melee hit: * 20% chance to reduce damage dealt by 10% * 10% chance to reduce armor by 27% Damage when hit (Melee): 2 nature Changes resistances: +3% acid Changes resistances penetration: +5% acid Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | brass lantern 'Kevor' brass lantern 'Kevor'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +1 Defense: +15 (+12 eff.) Changes resistances: +3% lightning Mental save: +9 (+4 eff.) Knockback immunity: +20% Maximum life: +42.00 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 | Yarantir the iron helm (0 def, 3 armour) Yarantir the iron helm (0 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Dex / +2 Wil / +3 Cun Changes resistances: +6% cold Changes resistances penetration: +5% physical Reduces incoming crit damage: 5.00% Physical save: +6 (+6 eff.) Stun/Freeze immunity: +10% Mindpower: +4 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+4 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 5/25) : Effective talent level: 3.0 Power cost: 20 out of 5/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 5 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
On fingers | Xerina the copper ring Xerina the copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +3% darkness Changes damage: +6% mind Mental save: +6 (+3 eff.) Poison immunity: +20% Confusion immunity: +21% Mindpower: +5 (+4 eff.) Rings can have magical properties. |
On fingers | titan's copper ring of perseverance titan's copper ring of perseveranceInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+6 eff.) Stun/Freeze immunity: +21% Life regen: +1.00 Rings can have magical properties. |
Around waist | Xilaith the Winteroracle Xilaith the WinteroracleCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +9% cold / +6% fire / +9% darkness / +3% temporal Life regen: +4.00 Maximum life: +20.00 A belt that goes around your waist. |
In main hand | Crystalline Iron longsword (14.375-20.125 power, 2 apr) Crystalline Iron longsword (14.375-20.125 power, 2 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 1 It is part of a set of items. Base power: 14.4 - 20.1 Uses stat: 100% Str Damage type: Arcane Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Physical power: +12 (+5 eff.) Changes stats: +3 Con / +3 Wil Changes damage: +10% arcane Spellpower: +12 (+6 eff.) It can be used to recover the Crystal Focus (destroys this weapon) Activation costs 1 power out of 1/1. Sharp, long, and deadly. Transformed with the power of the Spellblaze. |
On hands | umbral hardened leather gloves of dexterity (+2) (0 def, 2 armour) umbral hardened leather gloves of dexterity (+2) (0 def, 2 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +11 (+5 eff.) Armour: +2 Damage (Melee): 7 darkness Changes stats: +2 Dex Changes resistances: +6% darkness Changes damage: +3% darkness Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | Zubolrathra the Morningpower (0 def, 15 armour) Zubolrathra the Morningpower (0 def, 15 armour)Requires: - Massive armour training - Strength 28 Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +15 Fatigue: +18% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes resistances: +15% fire / +17% cold Changes damage: +3% light / +9% temporal Physical save: +7 (+7 eff.) Light radius: +1 A suit of armour made of metal plates. |
Cloak | Nerugata the Airumbra (1 def, 0 armour) Nerugata the Airumbra (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Wil Changes resistances: +21% lightning Changes damage: +6% lightning Mental save: +3 (+1 eff.) Maximum life: +35.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Obsidianoath the copper amulet Obsidianoath the copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Effects on melee hit: * 20% chance to reduce damage dealt by 10% Damage when hit (Melee): 2 mind Life regen: +2.00 Hate when firing a critical mind attack: +3.00 Maximum psi: +10.00 Amulets can have magical properties. |
Inventory
healing infusion of the titan (heal 43; cd 10) healing infusion of the titan (heal 43; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 instantly heal yourself for 43 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the warrior (heal 64; cd 11) healing infusion of the warrior (heal 64; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 64 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the warrior (heal 63; cd 11) healing infusion of the warrior (heal 63; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 63 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Prismatic Rune (6 turns; acid, physical, darkness, blight, lightning) Prismatic Rune (6 turns; acid, physical, darkness, blight, lightning)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: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 acid, 4 physical, 4 darkness, 4 blight, 3 lightning 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. |
shatter afflictions rune of the wizard (absorb 65; cd 21) shatter afflictions rune of the wizard (absorb 65; cd 21)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: 22 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 65 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 Magic 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. |
shielding rune of the titan (absorb 120; dur 3; cd 17) shielding rune of the titan (absorb 120; dur 3; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 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 create a protective shield absorbing at most 120 damage for 3 turns. Its effects scale with your Constitution 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. |
shielding rune of the warrior (absorb 83; dur 4; cd 14) shielding rune of the warrior (absorb 83; dur 4; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 83 damage for 4 turns. Its effects scale with your Strength 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. |
copper amulet of cunning (+2) copper amulet of cunning (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Cun Amulets can have magical properties. |
Grinahad the copper ring Grinahad the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances penetration: +5% acid Changes damage: +6% acid Disarm immunity: +22% Pinning immunity: +21% Knockback immunity: +22% Psi when hit: +0.12 Maximum life: +22.00 Maximum hate: +4.00 Rings can have magical properties. |
Glorireba the voratun dagger (38.5-50.05 power, 9 apr) Glorireba the voratun dagger (38.5-50.05 power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 22% chance to slow global speed by 37% * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (radius 2) on crit: +40 lightning / +36 cold When wielded/worn: Accuracy: +15 (+7 eff.) Defense: +15 (+12 eff.) Changes stats: +2 Wil Changes resistances: +6% lightning / +18% fire / +5% arcane Changes resistances penetration: +25% lightning / +19% cold / +15% mind Disarm immunity: +46% Movement speed: +38% Sharp, short and deadly. |
Hanovon the iron mace (12-16.8 power, 2 apr) Hanovon the iron mace (12-16.8 power, 2 apr)Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% Damage (Melee): +6 darkness Damage against: +6% Living When wielded/worn: Armour: +8 Changes resistances: +5% arcane / +3% temporal Spell save: +6 (+6 eff.) Healing mod.: +20% Blunt and deadly. |
voratun steamgun of dampening voratun steamgun of dampeningRequires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Infused by arcane disrupting forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Attack speed: 100% Firing range: +10 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes resistances: +8% acid / +9% cold / +8% fire / +9% lightning / +4% all Spell save: +6 (+6 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Blackdredge the rough leather belt Blackdredge the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Cun / +6 Wil Changes resistances: +12% blight / +5% arcane / +3% darkness Damage against: +17% Summoned Reduced damage from: +15% Summoned Spell save: +3 (+3 eff.) Maximum hate: +2.00 A belt that goes around your waist. |
Islariata the rough leather belt Islariata the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +6% lightning / +12% temporal / +3% cold Changes damage: +3% mind A belt that goes around your waist. |
Ulfurath the rough leather belt Ulfurath the rough leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +15 (+6 eff.) Defense: +10 (+7 eff.) Changes stats: +1 Con Changes resistances: +5% arcane / +6% lightning Changes resistances penetration: +10% physical Changes damage: +3% blight Mental save: +7 (+3 eff.) Spellpower: +3 (+1 eff.) A belt that goes around your waist. |
blurring rough leather belt of carrying blurring rough leather belt of carryingPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +8 (+5 eff.) Fatigue: -4% Stealth bonus: +6 Maximum encumbrance: +20 A belt that goes around your waist. |
linen cloak 'Unlightknave' (1 def, 0 armour) linen cloak 'Unlightknave' (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 12 Changes stats: +2 Str / +2 Con Changes resistances: +3% light / +3% darkness Changes resistances penetration: +15% mind A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Frigidveil the pair of iron boots (0 def, 3 armour) Frigidveil 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% Changes stats: +3 Cun / +2 Wil Changes resistances: +3% fire / +6% nature / +3% cold Physical save: +7 (+7 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+3 eff.) Stun/Freeze immunity: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
iron gauntlets 'Aeratha' (0 def, 1 armour) iron gauntlets 'Aeratha' (0 def, 1 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Armour: +1 Fatigue: +1% Changes resistances: +6% acid / +6% cold / +3% mind Critical mult.: +15.00% Life regen: +2.00 Stamina each turn: +0.60 Maximum stamina: +10.00 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. |
Poliribrevea (5 def, 3 armour) Poliribrevea (5 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Defense: +5 (+2 eff.) Fatigue: +5% Changes stats: +2 Cun / +2 Wil Changes resistances: +9% nature / +6% cold Physical save: +3 (+3 eff.) Stun/Freeze immunity: +10% Mindpower: +3 (+3 eff.) Healing mod.: +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Rainreeve the linen wizard hat (1 def, 0 armour) Rainreeve the linen wizard hat (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +9% fire / +16% nature / +9% cold Changes resistances penetration: +15% lightning Changes damage: +11% nature / +3% cold A pointy cloth hat, very wizardly... |
linen wizard hat 'Emevea' (16 def, 0 armour) linen wizard hat 'Emevea' (16 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +16 (+13 eff.) Changes resistances: +16% acid Changes damage: +11% acid Spell save: +9 (+9 eff.) Blindness immunity: +10% Poison immunity: +20% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A pointy cloth hat, very wizardly... |
Unrindil (0 def, 12 armour) Unrindil (0 def, 12 armour)Requires: - Massive armour training - Strength 22 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +12 Fatigue: +22% Changes resistances: +3% mind / +3% nature Maximum stamina: +20.00 A suit of armour made of metal plates. |
Coral Spray (8 def, 8 armour, 48 block) Coral Spray (8 def, 8 armour, 48 block)Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +8 Defense: +8 (+5 eff.) Fatigue: +12% On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. Changes resistances: +10% fire / +15% cold Talent granted: +1 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
3 agate 3 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. |
148 alchemist agate 148 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. |
Zubetira (dig speed 31 turns) Zubetira (dig speed 31 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour: +6 Changes stats: +1 Str / +2 Mag / +1 Wil Changes resistances penetration: +5% arcane Changes damage: +12% arcane Maximum mana: +60.00 Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Duathelvile' (dig speed 36 turns) iron pickaxe 'Duathelvile' (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +4 Str Changes resistances: +6% darkness Changes damage: +3% darkness Only die when reaching: -40.00 life When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 30 turns) miner's iron pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 30 turns) miner's iron pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "The Illusory Castle" Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
7 spinel 7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+2 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. |
Ulfahor the Hailwrither Ulfahor the HailwritherInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 17 Damage when hit (Melee): 2 blight Changes stats: +3 Dex / +3 Wil Changes resistances penetration: +15% physical Changes damage: +6% mind / +3% cold Stamina each turn: +3.00 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. |
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. |
Offalcrack the steel torque of clear mind [power 2] (7/25 cooldown) Offalcrack the steel torque of clear mind [power 2] (7/25 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +6% nature / +3% mind Changes resistances penetration: +10% nature Changes damage: +3% mind It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage by 13% for 2 turns. * Heal for 40. Torques are made by powerful psionics to store psionic powers. |
cleansing steel torque of gale force [power 155] (7/15 cooldown) cleansing steel torque of gale force [power 155] (7/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to project a gust of wind in a cone knocking enemies back 8 spaces and dealing 174 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
extending iron torque of mindblast [power 100] (7/15 cooldown) extending iron torque of mindblast [power 100] (7/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to blast the opponent's mind dealing 118 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
iron torque of clear mind [power 1] (7/25 cooldown) iron torque of clear mind [power 1] (7/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
Fogclamor [power 116] (7/15 cooldown) Fogclamor [power 116] (7/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Damage when hit (Melee): 4 darkness Changes stats: +2 Str / +1 Dex / +3 Con Changes resistances: +3% acid Light radius: +1 See invisible: +6 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. When used: * Heal for 37. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level. Shadeblur [power 105] (7/25 cooldown)Shadeblur [power 105] (7/25 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 10% Changes stats: +1 Cun / +1 Wil Changes resistances: +6% darkness Critical mult.: +10.00% Hate when firing a critical mind attack: +3.00 It can be used to summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 241 Base Damage: 115 Armor: 5 All Resist: 3 Activation puts all charms on cooldown for 25 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
overpowered elm totem of stinging [power 164] (7/21 cooldown) overpowered elm totem of stinging [power 164] (7/21 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to sting an enemy dealing 184 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 21 turns. Natural totems are made by powerful wilders to store nature power. |
Xerowen [power 105] (7/15 cooldown) Xerowen [power 105] (7/15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes stats: +3 Cun / +3 Str Changes resistances: +5% arcane / +6% cold It can be used to fire a magical bolt dealing 118 fire damage Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elm wand of shielding 'Ce'Nawen' [power 116] (7/20 cooldown) elm wand of shielding 'Ce'Nawen' [power 116] (7/20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes resistances penetration: +5% mind Cut immunity: +20% Healing mod.: +10% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Gain a 14% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
4 ametrine 4 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. |
2 citrine 2 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 Eralaar the Doomelf Writhing One level 14
31st Dusk 122nd year of Ascendancy at 18:41 see stats
By Eralaar the Doomelf Writhing One level 5
76th Pyre 122nd year of Ascendancy at 19:00 see stats
By Eralaar the Doomelf Writhing One level 10
12nd Dusk 122nd year of Ascendancy at 16:05 see stats
By Eralaar the Doomelf Writhing One level 8
8th Dusk 122nd year of Ascendancy at 00:11 see stats
By Eralaar the Doomelf Writhing One level 8
10th Flare 122nd year of Ascendancy at 15:23 see stats
By Eralaar the Doomelf Writhing One level 15
42nd Dusk 122nd year of Ascendancy at 14:19 see stats
Log
Drop some of your items.
You are no longer encumbered.
You carry too much--you are encumbered!
Drop some of your items.
Saluribeth the elven tempest hits Eralaar for 165 darkness damage.
Saluribeth the elven tempest's light area effect hits Eralaar for 79 light damage.
Saluribeth the elven tempest loses 11 health to the entropy.
Saluribeth the elven tempest casts Netherblast.
Saluribeth the elven tempest's spell attains critical power!
You are no longer encumbered.
You carry too much--you are encumbered!
Drop some of your items.
You are no longer encumbered.
You carry too much--you are encumbered!
Drop some of your items.
LIFE LOST WARNING!
Bleeding from Decaying devourer hits Saluribeth the elven tempest for (1 absorbed), 0 physical (0 total damage).
You are unable to move!
You carry too much--you are encumbered!
Drop some of your items.
You are unable to move!
You carry too much--you are encumbered!
Drop some of your items.
You are unable to move!
You carry too much--you are encumbered!
Drop some of your items.
You are unable to move!
You carry too much--you are encumbered!
Drop some of your items.