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 | Male |
Race | Drem |
Class | Reaver |
Level / Exp | 15 / 26% |
Size | medium |
Lifes / Deaths | Killed by Nerodhenn the large white snake at level 15 on the 30th Dearth 122nd year of Ascendancy at 00:10 / 1 |
Primary Stats
Strength | 53 (base 35) |
Dexterity | 19 (base 11) |
Constitution | 19 (base 10) |
Magic | 44 (base 38) |
Willpower | 16 (base 10) |
Cunning | 22 (base 10) |
Resources
Life | -63/435 |
Vim | 17/93 |
Healing Factor | 1.2714285714286 |
Regeneration | 2.8607142857144 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +76.923076923077% |
Vision
Sight | 12 |
Lite | 6 |
Infravision | 5 |
See Invisible | 8 |
Offense: Mainhand
Damage | 65 |
Accuracy | 80 |
Crit Chance | 9% |
APR | 40 |
Speed | 1.00 |
Offense: Offhand
Damage | 37 |
Accuracy | 80 |
Crit Chance | 6% |
APR | 34 |
Speed | 1.00 |
Offense: Spell
Spellpower | 38 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 20 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Physical | +14% |
Temporal | +9% |
Blight | +9% |
Arcane | +3% |
Cold | +9% |
All | 0% |
Offense: Damage Penetration
Blight | +15% |
Lightning | +5% |
Fire | +25% |
Physical | +13% |
Defense: Base
Armour (hardiness) | 43.723073231957 (93.924050632911%) |
Defense | 30 |
Ranged Defense | 30 |
Fatigue | 24 |
Physical Save | 29 |
Spell Save | 20 |
Mental Save | 27 |
Defense: Resistances
Temporal | + 19%( 70%) |
Fire | + 26%( 70%) |
All | + 5%( 70%) |
Defense: Immunities
Pinning Resistance | 23% |
Confusion Resistance | 21% |
Blind Resistance | 12% |
Instadeath Resistance | 100% |
Knockback Resistance | 25% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 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 101 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: Shatter AfflictionsUse 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 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: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 393 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 464% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Class Talents
Corruption / Scourge | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Corruption / Reaving combat | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Corruption / Vim | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Sanguisuge | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Bone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Corruption / Plague | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Drem | 1.00 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Torment | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Effects
talent | Ruin |
talent | Bone Shield |
detrimental effect | The target is confused, acting randomly (chance 39%) and unable to perform complex actions. Confused |
beneficial effect | Empowered by the sight of black blood, granting 5% all resistances. Spikeskin |
detrimental effect | Reduces global action speed by 30%. Slow |
beneficial effect | The target is in a magical frenzy, improving spellpower by 14. Bloodlust |
beneficial effect | The target's accuracy is improved by 87. Perfect Accuracy |
detrimental effect | Mega Vile is fed upon by Nerodhenn the large white snake. Fed Upon |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one orc heart. If you can fetch me a still-beating orc heart, that would be even better. But you don't look like a master necromancer to me.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * '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.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * You've found the needed electric eel tail. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
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 within5 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | pair of iron boots 'Xerelenor' (5 def, 3 armour) pair of iron boots 'Xerelenor' (5 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +5 (+2 eff.) Fatigue: +2% Changes stats: +2 Str / +2 Cun / +2 Con Changes resistances: +3% fire Physical save: +11 (+6 eff.) Mental save: +10 (+5 eff.) Only die when reaching: -60.00 life Maximum life: +40.00 Healing mod.: +20% 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 'Blizzardcast' brass lantern 'Blizzardcast'Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 20 Damage when hit (Melee): 2 blight Changes resistances penetration: +5% blight Changes damage: +9% blight / +9% cold Light radius: +6 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 | iron helm 'Huzilaneg' (0 def, 7 armour) iron helm 'Huzilaneg' (0 def, 7 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +7 Fatigue: +5% Changes damage: +9% temporal Critical mult.: +5.00% Physical save: +3 (+2 eff.) Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Demonwind (0 def, 7 armour) Demonwind (0 def, 7 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 Effects on melee hit: * 20% chance to reduce damage dealt by 12% Damage (Melee): 6 physical Damage when hit (Melee): 2 arcane Changes resistances penetration: +10% blight Changes damage: +3% arcane / +4% physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Rhuchik the iron pickaxe (dig speed 28 turns) Rhuchik the iron pickaxe (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +12 Physical crit. chance: +1.0% Armour: +2 Defense: +15 (+7 eff.) Changes stats: +4 Str Stamina each turn: +1.00 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 4.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
On fingers | copper ring of clarity copper ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Mental save: +6 (+3 eff.) Confusion immunity: +21% Rings can have magical properties. |
On fingers | steel opal ring steel opal ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Changes stats: +2 Str / +7 Dex / +2 Mag / +2 Wil / +7 Cun / +2 Con Rings can have magical properties. |
Around neck | gold amulet 'Bogfiend' gold amulet 'Bogfiend'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Armour penetration: +4 Defense: +5 (+2 eff.) Fatigue: -5% Effects on melee hit: * 10% chance to slow global speed by 39% Changes resistances: +15% temporal Blindness immunity: +12% Pinning immunity: +23% Knockback immunity: +25% Life regen: +2.00 Infravision radius: +4 Sight radius: +2 See invisible: +8 Amulets can have magical properties. |
In main hand | Elurin the steel waraxe (11-15.4 power, 9 apr) Elurin the steel waraxe (11-15.4 power, 9 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Base power: 11.0 - 15.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 2). On weapon hit: * 5% chance to reduce strength, dexterity, and constitution by 20 Damage Shield penetration (this weapon only): +10% Damage (Melee): +8 blight When wielded/worn: Accuracy: +22 (+4 eff.) Armour penetration: +7 Physical power: +15 (+5 eff.) Changes resistances penetration: +7% physical Changes damage: +3% physical Disease immunity: +12% One-handed war axes. |
Around waist | Searslicer the rough leather belt Searslicer the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +3 Str / +2 Wil / +2 Cun Changes resistances: +3% fire Changes resistances penetration: +25% fire Stealth bonus: +5 A belt that goes around your waist. |
In off hand | Armubar (13-18.2 power, 3 apr) Armubar (13-18.2 power, 3 apr)Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 2 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% Damage (Melee): +7 nature When wielded/worn: Accuracy: +18 (+3 eff.) Armour penetration: +6 Changes stats: +2 Str Changes resistances penetration: +6% physical Changes damage: +7% physical Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +6 Spell crit. chance: +3% Blunt and deadly. |
Cloak | linen cloak 'Stormsweep' (1 def, 0 armour) linen cloak 'Stormsweep' (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Mag / +3 Wil / +1 Cun / +4 Con Changes resistances penetration: +5% lightning Mental save: +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Glathra (0 def, 7 armour) Glathra (0 def, 7 armour)Requires: - Massive armour training - Strength 22 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Accuracy: +20 (+4 eff.) Armour penetration: +2 Armour: +7 Fatigue: +22% Changes stats: +2 Str Changes resistances: +16% fire A suit of armour made of metal plates. |
Inventory
wild infusion (res 15%; physical; dur 4; cd 16) wild infusion (res 15%; physical; dur 4; cd 16)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: 18 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 15% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the psychic (res 18%; magical; dur 3; cd 10) wild infusion of the psychic (res 18%; magical; dur 3; 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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 18% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower 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. |
acid wave rune of the duelist (damage 95; dur 4; cd 18) acid wave rune of the duelist (damage 95; 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 unleash a cone dealing 94.80 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Dexterity 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. |
Ivavea the Rimegash Ivavea the RimegashPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Mag Changes resistances: +5% arcane Changes resistances penetration: +10% arcane Changes damage: +9% cold Talent mastery: +0.14 Cunning / Survival Blindness immunity: +10% Infravision radius: +3 Sight radius: +2 See invisible: +7 Amulets can have magical properties. |
Xusebeth the Blackrain Xusebeth the BlackrainCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +9% darkness Changes damage: +6% blight Talent mastery: +0.13 Corruption / Scourge Amulets can have magical properties. |
copper amulet 'Barkspar' copper amulet 'Barkspar'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str / +4 Wil Changes resistances: +3% light Changes resistances penetration: +15% nature Spell save: +9 (+5 eff.) Amulets can have magical properties. |
steel amulet 'Layumina' steel amulet 'Layumina'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +10 (+5 eff.) Changes stats: +3 Str Changes resistances: +3% acid / +12% darkness / +6% nature / +13% mind / +12% light Changes resistances penetration: +5% acid Blindness immunity: +20% Confusion immunity: +22% Life regen: +2.00 Amulets can have magical properties. |
marksman's copper ring of fire (+20%) marksman's copper ring of fire (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Changes resistances: +20% fire Changes damage: +10% fire Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. balanced iron longsword (11.5-16.1 power, 2 apr)balanced iron longsword (11.5-16.1 power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +6 (+1 eff.) Defense: +6 (+3 eff.) Disarm immunity: +22% Sharp, long, and deadly. |
Blindsweep (12-16.8 power, 2 apr) Blindsweep (12-16.8 power, 2 apr)Requires: - Strength 11 Powered by arcane 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% When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 30% Damage when hit (Melee): 2 darkness Changes stats: +1 Mag / +1 Wil Changes resistances: +6% blight Changes damage: +3% darkness Spellpower: +5 (+2 eff.) Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. Shimmertyphoon (10.5-14.7 power, 2 apr)Shimmertyphoon (10.5-14.7 power, 2 apr) Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 10.5 - 14.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 11% chance to reduce all saves and defense by 14 Damage (Melee): +7 mind Damage (radius 2) on crit: +16 lightning When wielded/worn: Changes stats: +1 Cun / +3 Wil Changes resistances penetration: +15% lightning Mental save: +9 (+5 eff.) Mindpower: +10 (+5 eff.) One-handed war axes. |
iron waraxe 'Flashraven' (11-15.4 power, 2 apr) iron waraxe 'Flashraven' (11-15.4 power, 2 apr)Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.0 - 15.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +6 darkness Damage (radius 1) on hit: +8 light Damage against: +6% Living When wielded/worn: Damage when hit (Melee): 2 light / 2 cold Changes resistances penetration: +5% light Reduces incoming crit damage: 10.00% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. iron waraxe 'Xerygarin' (17-23.8 power, 2 apr)iron waraxe 'Xerygarin' (17-23.8 power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 17.0 - 23.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +12 blight When wielded/worn: Changes resistances: +3% blight / +12% nature Spell save: +3 (+2 eff.) Mental save: +3 (+2 eff.) One-handed war axes. |
thought-forged iron waraxe of massacre (17-23.8 power, 2 apr) thought-forged iron waraxe of massacre (17-23.8 power, 2 apr)Requires: - Strength 11 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 17.0 - 23.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 10% chance to reduce all saves and defense by 14 Damage (Melee): +5 mind When wielded/worn: Changes stats: +2 Cun / +2 Wil One-handed war axes. |
This item will automatically be transmogrified when you leave the level. blurring rough leather beltblurring rough leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+4 eff.) Stealth bonus: +5 A belt that goes around your waist. |
rough leather belt of transcendence rough leather belt of transcendenceInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical save: +5 (+3 eff.) Mindpower: +2 (+1 eff.) A belt that goes around your waist. |
Isirin (1 def, 5 armour) Isirin (1 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 (+0 eff.) Damage when hit (Melee): 2 mind Changes resistances: +11% cold / +6% darkness / +1% physical Stun/Freeze immunity: +20% Life regen: +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Torchjam (1 def, 0 armour) Torchjam (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Str / +1 Con Changes resistances penetration: +5% fire Changes damage: +3% fire Disease immunity: +20% Life regen: +2.00 Maximum life: +60.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Belythra (0 def, 2 armour) Belythra (0 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Mag / +5 Wil / +1 Cun Infravision radius: +2 A pair of boots made of leather. |
Betira the pair of rough leather boots (0 def, 1 armour) Betira the pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +7 Wil / +1 Cun / +2 Con Changes resistances: +3% temporal / +1% physical Physical save: +11 (+6 eff.) Spell save: +3 (+2 eff.) Mental save: +11 (+6 eff.) Mental crit. chance: +1% A pair of boots made of leather. |
miner's pair of iron boots of speed (0 def, 5 armour) miner's pair of iron boots of speed (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Fatigue: +2% Infravision radius: +2 Movement speed: +25% 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 'Jetmistress' (0 def, 1 armour) pair of rough leather boots 'Jetmistress' (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +6% darkness Changes resistances penetration: +20% darkness Changes damage: +9% darkness Silence immunity: +23% Confusion immunity: +22% Stun/Freeze immunity: +22% A pair of boots made of leather. |
cinder iron gauntlets (0 def, 1 armour) cinder iron gauntlets (0 def, 1 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage (Melee): 5 fire Changes resistances: +5% fire Changes damage: +3% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
corrosive hardened leather gloves of magic (+3) (0 def, 2 armour) corrosive hardened leather gloves of magic (+3) (0 def, 2 armour)Powered by arcane forces Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 6 acid Changes stats: +3 Mag Changes resistances: +6% acid Changes damage: +4% arcane / +4% acid 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. |
This item will automatically be transmogrified when you leave the level. Galoregodur the Shadowwinter (1 def, 0 armour)Galoregodur the Shadowwinter (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 10% chance to slow global speed by 39% Damage when hit (Melee): 2 fire Changes resistances: +18% nature / +15% fire Changes damage: +9% darkness / +10% fire A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. Ivyra the iron helm (0 def, 3 armour)Ivyra 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% Effects on melee hit: * 20% chance to reduce armor by 30% Changes stats: +2 Cun / +4 Wil Changes resistances: +6% blight / +9% acid Changes damage: +3% mind Mental save: +6 (+3 eff.) Hate when firing a critical mind attack: +2.00 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. Porata the rough leather cap (0 def, 1 armour)Porata the rough leather cap (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 10 arcane resource burn * 20% chance to slow global speed by 39% Changes resistances: +5% arcane / +12% nature / +11% darkness / +10% light Spell save: +6 (+3 eff.) A cap made of leather. |
This item will automatically be transmogrified when you leave the level. iron helm (0 def, 3 armour)iron helm (0 def, 3 armour) Requires: - Heavy armour training 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Dimwalker' (0 def, 3 armour) iron helm 'Dimwalker' (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 20% chance to reduce damage dealt by 12% Changes resistances: +6% lightning / +5% cold Changes resistances penetration: +15% fire Changes damage: +3% darkness Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Shockjustice' (0 def, 3 armour) iron helm 'Shockjustice' (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +6% cold Changes resistances penetration: +5% mind / +15% lightning Changes damage: +3% mind / +6% cold Allows you to breathe in: water Hate when firing a critical mind attack: +2.00 Maximum psi: +20.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
shielding linen wizard hat of blight (+11%) (1 def, 0 armour) shielding linen wizard hat of blight (+11%) (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Mag Changes resistances: +11% blight Changes damage: +11% blight Spell save: +6 (+3 eff.) A pointy cloth hat, very wizardly... |
Gluserin (0 def, 13 armour) Gluserin (0 def, 13 armour)Requires: - Massive armour training - Strength 22 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +13 Fatigue: +22% Changes stats: +3 Wil Changes resistances penetration: +5% mind Reduces incoming crit damage: 15.00% Stamina each turn: +1.00 A suit of armour made of metal plates. |
impenetrable iron plate armour of temporal resistance (0 def, 15 armour) impenetrable iron plate armour of temporal resistance (0 def, 15 armour)Requires: - Massive armour training - Strength 22 Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +15 Fatigue: +22% Changes resistances: +16% temporal A suit of armour made of metal plates. |
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. |
138 alchemist agate 138 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. |
aquamarine 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. |
topaz 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. |
Poletha the iron pickaxe (dig speed 36 turns) Poletha the iron pickaxe (dig speed 36 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +5% nature / +6% mind Knockback immunity: +20% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
5 spinel 5 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. |
brass lantern 'Voruma' brass lantern 'Voruma'Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Changes stats: +1 Con Changes damage: +3% physical Critical mult.: +5.00% Light radius: +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. |
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. |
dwarven-steel torque of gale force 'Aeraba' [power 230] (22.5/15 cooldown) dwarven-steel torque of gale force 'Aeraba' [power 230] (22.5/15 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 3 When wielded/worn: Changes resistances: +3% nature / +10% blight Poison immunity: +20% Cut immunity: +20% Teleport immunity: +10% Maximum life: +20.00 It can be used to project a gust of wind in a cone knocking enemies back 9 spaces and dealing 262 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 13% for 2 turns. * Increase the duration of 2 beneficial effects by 2. * Reduce fatigue by 33% for 2 turns. Torques are made by powerful psionics to store psionic powers. It was hardened by the digestive sack. |
This item will automatically be transmogrified when you leave the level. Borerion [power 116] (22.5/15 cooldown)Borerion [power 116] (22.5/15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes resistances: +9% temporal / +6% light / +3% nature Mental save: +12 (+6 eff.) Maximum life: +40.00 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 30. Natural totems are made by powerful wilders to store nature power. |
elm totem of thorny skin 'Hailtrial' [power 16] (22.5/20 cooldown) elm totem of thorny skin 'Hailtrial' [power 16] (22.5/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes resistances: +9% cold Changes resistances penetration: +5% arcane / +5% cold Changes damage: +6% cold It can be used to harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30% Activation puts all charms on cooldown for 20 turns. When used: * Increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
2 amethyst 2 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. |
11 citrine 11 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 Mega Vile the Drem Reaver level 13
20th Profit 122nd year of Ascendancy at 23:13 see stats
By Mega Vile the Drem Reaver level 10
27th Voratun 122nd year of Ascendancy at 13:33 see stats
By Mega Vile the Drem Reaver level 13
1st Acquisition 122nd year of Ascendancy at 23:54 see stats
By Mega Vile the Drem Reaver level 6
19th Voratun 122nd year of Ascendancy at 05:47 see stats
By Mega Vile the Drem Reaver level 13
2nd Profit 122nd year of Ascendancy at 06:21 see stats
Log
Nerodhenn the large white snake uses Willful Strike.
Mega Vile was blasted into Shadow!
Shadow was smashed!
Nerodhenn the large white snake strikes Mega Vile in the darkness (+5% damage).
Nerodhenn the large white snake hits Mega Vile for 79 physical, 11 physical (90 total damage).
Nerodhenn the large white snake hits Shadow for 0 physical, 0 physical (0 total damage).
Nerodhenn the large white snake's creeping dark hits Mega Vile for 7 darkness damage.
Mega Vile is confused and fails to use Drain.
Nerodhenn the large white snake is afflicted by a decrepitude disease!
Shadow misses Mega Vile.
Melee retaliation hits Shadow for 2 arcane, 2 blight (4 total damage).
Black Blood Bleeding from Mega Vile hits Shadow for 0 darkness damage.
Black Blood Bleeding from Mega Vile hits Shadow for 0 darkness damage.
Shadow hits Mega Vile for 1 physical damage.
Decrepitude Disease from Mega Vile hits Nerodhenn the large white snake for (8 flat reduction), 17 blight (17 total damage).
Nerodhenn the large white snake shoots!
Talent Rune: Shatter Afflictions is ready to use.
Talent Infusion: Movement is ready to use.
Nerodhenn the large white snake's Shoot strikes Mega Vile in the darkness (+5% damage).
Nerodhenn the large white snake's Shoot strikes Mega Vile in the darkness (+5% damage).
Nerodhenn the large white snake's Shoot hits Mega Vile for 24 physical, 16 mind (41 total damage).
Nerodhenn the large white snake's Shoot hits Mega Vile for 24 physical, 3 nature, 8 mind (35 total damage).
Nerodhenn the large white snake's creeping dark hits Mega Vile for 7 darkness damage.
Mega Vile the level 15 drem reaver was swallowed by the void to death by Nerodhenn the large white snake on level 3 of Norgos Lair.
Mega Vile seems more focused.
Mega Vile speeds up.
Mega Vile deactivates Bone Shield.
Mega Vile deactivates Ruin.
Mega Vile aims less carefully.