








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
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 1.7.6Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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 Roguelike |
Sex | Male |
Race | Skeleton |
Class | Anorithil |
Level / Exp | 20 / 97% |
Size | medium |
Lifes / Deaths | Killed by Aroba the sandworm destroyer at level 20 on the 73rd Haze 122nd year of Ascendancy at 00:30 / 1 |
Primary Stats
Strength | 18 (base 10) |
Dexterity | 18 (base 10) |
Constitution | 11 (base 10) |
Magic | 56 (base 48) |
Willpower | 14 (base 10) |
Cunning | 44 (base 41) |
Resources
Life | -332/498 |
Positive | 6/112 |
Negative | 55/112 |
Healing Factor | 1.2397162075846 |
Regeneration | 11.467374920157 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 7 |
See Stealth | 5 |
See Invisible | 8 |
Offense: Mainhand
Damage | 25 |
Accuracy | 12 |
Crit Chance | 14% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 41 |
Crit Chance | 26% |
Speed | 1 |
Offense: Mind
Mindpower | 23 |
Crit Chance | 11% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +3% |
Light | +20% |
Blight | +9% |
Nature | +9% |
Fire | +24% |
All | 0% |
Offense: Damage Penetration
Darkness | 0% |
Lightning | +20% |
Defense: Base
Armour (hardiness) | 11 (35.65183292883%) |
Defense | 48 |
Ranged Defense | 48 |
Fatigue | 0 |
Physical Save | 19 |
Spell Save | 32 |
Mental Save | 29 |
Defense: Resistances
Acid | + 23%( 70%) |
Arcane | + 15%( 70%) |
Cold | + 17%( 70%) |
All | + 11%( 70%) |
Lightning | + 38%( 70%) |
Temporal | + 19%( 70%) |
Physical | + 12%( 70%) |
Mind | + 16%( 70%) |
Fire | + 41%( 70%) |
Darkness | + 22%( 70%) |
Defense: Immunities
Stun Resistance | 65% |
Confusion Resistance | 25% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Silence Resistance | 44% |
Bleed Resistance | 100% |
Teleport Resistance | 10% |
Instadeath Resistance | 100% |
Disarm Resistance | 0% |
Inscriptions (4/4)
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 229 damage for 4 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 64 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 7 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 99 with a minimum range of 15. Its effects scale with your Magic stat. |
Class Talents
Celestial / Eclipse | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Circles | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Sunlight | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Celestial / Star fury | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Twilight | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Hymns | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
beneficial effect | The target is surrounded by a magical shield, absorbing 220/220 damage before it crumbles. Damage Shield |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You 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 Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 within9 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
On feet | ![]() 3.0 Encumbrance T3 feet armor [Ego+] Arcane While equipped: defense ------ Armor +4 Fatigue +3% Silence Resist +24% Confus Resist +25% Stun Resist +23% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Psionic While equipped: offense ------ Damage +9% nature +3% lightning defense ------ Resistance +6% fire Crit Resistance 15.00% Mind save +6 (+3 eff.) Unlife -60.00 life Teleport Resist +10% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Light +3 See Stealth +5 See Invisibility +8 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 | ![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +9% blight Ignore resists +5% lightning defense ------ Armor +1 Fatigue +1% Resistance +9% lightning +6% temporal Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% A cap made of leather. |
Tool | ![]() 2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: offense ------ Damage +9% fire Ignore resists +10% lightning defense ------ Physical save +3 (+2 eff.) Unlife -20.00 life Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 25 turn cooldown 100% to gain a 12% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +3 Mag offense ------ Damage +15% fire defense ------ Fatigue -5% Resistance +6% acid +3% fire Spell save +6 (+3 eff.) Life +46.00 Life Regen +7.00 Healmod +11% other ------- Encumbrance +21 Light +4 Infravision +4 Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +1 Dex +1 Wil +1 Con defense ------ Crit Resistance 10.00% Life Regen +2.00 Stun Resist +21% other ------- Light +2 Infravision +3 Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: offense ------ When Hit 2 lightning defense ------ Defense +20 (+6 eff.) Resistance +1% physical +6% mind +3% darkness Spell save +15 (+8 eff.) Life +44.00 A belt that goes around your waist. |
In main hand | ![]() 5.0 Encumbrance T3 staff 2H weapon [Rare] Arcane Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+3 eff.) Spellpower/crit +5 Damage +20% light When Hit 6 light defense ------ Resistance +18% fire Mind save +6 (+3 eff.) Cut Resist +10% other ------- Max positive +5.00 Max negative +5.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +2 Str +3 Wil offense ------ On-Hit (Melee): * 10 arcane resource burn defense ------ Armor +6 Resistance +9% darkness +3% temporal Mind save +6 (+3 eff.) Life +40.00 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 | ![]() 2.0 Encumbrance T3 cloth armor [Rare] Psionic While equipped: Stats +3 Cun offense ------ Critical power +15.00% Ignore resists +5% lightning defense ------ Defense +10 (+3 eff.) Resistance +3% lightning +11% all Physical save +6 (+3 eff.) Unlife -80.00 life Cut Resist +20% other ------- Hate-on-crit +3.00 Psi-on-crit +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: offense ------ On-Hit (Melee): * 10% chance to reduce all saves and defense by 16 defense ------ Defense +32 (+10 eff.) Resistance +7% acid +7% fire +7% cold +5% arcane +7% lightning Life +20.00 Silence Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +11% lightning Healmod +12% Cut Resist +50% Stun Resist +21% Heal: Puts all charms on 35 turn cooldown Effective talent level: 1.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 133 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 6 Cooldown: 16 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ On-Hit (Melee): * 20% chance to reduce damage dealt by 14% defense ------ Crit Resistance 15.00% Life +20.00 Disarm Resist +21% Pinning Resist +22% Knockbk Resist +20% other ------- Infravision +1 Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +6 Con defense ------ Defense +10 (+3 eff.) Resistance +9% temporal +6% nature +3% light Spell save +13 (+7 eff.) other ------- Max stamina +18.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +8 (+5 eff.) Ignore Armor +8 defense ------ Defense +8 (+2 eff.) other ------- Light +4 Infravision +4 Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Cun +5 Wil offense ------ Mindpower +5 (+3 eff.) Damage +11% acid defense ------ Fatigue -5% Resistance +28% acid +6% fire +9% darkness +5% arcane other ------- Encumbrance +22 Light +4 Infravision +4 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: Stats +5 Str +4 Con offense ------ Physical Power +6 (+4 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Cun offense ------ Damage +11% lightning +6% light +3% mind Ignore resists +15% mind Accuracy +8 (+5 eff.) Ignore Armor +8 When Hit 4 mind defense ------ Defense +19 (+6 eff.) Resistance +22% lightning Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 5.0 Encumbrance T3 greatmaul 2H weapon Reqs Str 24 [Rare] Master Weapon Damage 149% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% While equipped: Stats +3 Cun +5 Con offense ------ Physical Power +13 (+7 eff.) Damage +9% mind Ignore resists +15% mind +10% physical When Hit 2 nature defense ------ Resistance +9% nature Disarm Resist +29% other ------- Max psi +10.00 Massive two-handed mauls. |
![]() 5.0 Encumbrance T2 staff 2H weapon [Random Unique] Arcane Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +7% Critical power +15.00% Spellpower +13 (+5 eff.) Spellpower/crit +2 On-Hit 16 fire Damage +6% darkness +15% light Ignore resists +10% darkness defense ------ Resistance +6% darkness other ------- Vim-on-crit +1.00 Max vim +12.00 See Invisibility +5 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T1 staff 2H weapon [Rare] Nature Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +4 Mag +4 Cun +4 Con offense ------ Spell Crit +1% Spellpower +7 (+3 eff.) Damage +10% acid +3% nature Ignore resists +15% darkness defense ------ Life Regen +0.70 Healmod +11% other ------- Light +2 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T2 staff 2H weapon [Random Unique] Arcane Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+2 eff.) Damage +9% acid +3% nature +15% light Ignore resists +8% light When Hit 2 acid On-Hit (Melee): * 10% chance to reduce armor by 32% defense ------ Armor +4 Hardiness +4% Resistance +7% darkness +5% temporal Physical save +3 (+2 eff.) Out-of-Phase Defense +6 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T1 staff 2H weapon [Ego] Arcane Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +9 (+3 eff.) Damage +10% light defense ------ Armor +3 Hardiness +3% Physical save +2 (+1 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Physical Crit +4.0% Critical power +6.00% Physical Power +4 (+3 eff.) defense ------ Armor +6 Resistance +3% temporal Physical save +15 (+8 eff.) Mind save +3 (+1 eff.) Knockbk Resist +20% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Spellpower +5 (+2 eff.) Damage +3% mind Ignore resists +5% mind Ignore Shields +20% When Hit 2 lightning defense ------ Defense +10 (+3 eff.) Resistance +6% mind Stealth +6 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Ego] Master While equipped: offense ------ Physical Power +2 (+2 eff.) defense ------ Spell save +6 (+3 eff.) other ------- Size +1 A belt that goes around your waist. |
![]() 1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+3 eff.) Spellpower +5 (+2 eff.) Mindpower +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Damage +12% mind Ignore resists +10% cold When Hit 6 mind defense ------ Defense +1 (+0 eff.) Resistance +3% darkness +9% cold Life +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloth armor [Rare] Arcane While equipped: offense ------ Damage +12% light +12% temporal Ignore resists +25% fire defense ------ Resistance +5% arcane +6% fire +18% light +7% all Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+5 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+3 eff.) Resistance +30% nature +11% all Physical save +10 (+5 eff.) Spell save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() 2.0 Encumbrance T2 cloth armor [Ego+] Arcane While equipped: Stats +2 Mag +3 Wil offense ------ Spellpower +9 (+3 eff.) Spellpower/crit +3 defense ------ Resistance +9% all Silence Resist +23% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Mindpower +5 (+3 eff.) defense ------ Armor +1 Resistance +11% lightning +5% temporal +5% arcane Unlife -20.00 life other ------- Psi when Hit +0.04 A pair of boots made of leather. |
![]() 1.5 Encumbrance T1 hands armor [Rare] Psionic While equipped: offense ------ Damage +3% lightning +6% cold +3% darkness Ignore resists +25% darkness Accuracy +6 (+4 eff.) defense ------ Armor +1 Fatigue +1% Physical save +5 (+3 eff.) Mind save +5 (+2 eff.) Disarm Resist +24% 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. |
![]() 1.0 Encumbrance T2 hands armor [Ego] Nature While equipped: offense ------ On-Hit 5 acid Damage +4% acid defense ------ Armor +2 Resistance +5% 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. |
![]() 1.5 Encumbrance T2 hands armor [Ego+] Master While equipped: defense ------ Armor +6 Fatigue +3% Mind save +7 (+3 eff.) Life +45.00 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. |
![]() 2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: offense ------ Mind Crit +3% Physical Power +5 (+3 eff.) Mindpower +8 (+4 eff.) Damage +18% physical defense ------ Defense +16 (+5 eff.) Unlife -40.00 life other ------- Psi/turn +0.10 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Ego] Nature/Master While equipped: Stats +3 Con defense ------ Armor +1 Fatigue +1% Resistance +6% lightning +5% temporal A cap made of leather. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +2 Cun +1 Str offense ------ Damage +6% darkness Ignore resists +5% darkness +10% mind Accuracy +4 (+3 eff.) When Hit 6 mind 2 darkness defense ------ Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Infravision +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(58 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +2 Con offense ------ Physical Crit +2.0% Physical Power +10 (+6 eff.) Accuracy +5 (+4 eff.) defense ------ Mind save +5 (+2 eff.) Unlife -60.00 life other ------- Max stamina +10.00 Light +3 See Stealth +6 See Invisibility +7 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. |
![]() 2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Physical save +6 (+3 eff.) Life +43.00 Healmod +10% other ------- Light +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. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Torihad the Skeleton Anorithil level 12
39th Dusk 122nd year of Ascendancy at 08:57 see stats
By Torihad the Skeleton Anorithil level 10
6th Flare 122nd year of Ascendancy at 12:09 see stats
By Torihad the Skeleton Anorithil level 20
55th Haze 122nd year of Ascendancy at 00:06 see stats
By Torihad the Skeleton Anorithil level 17
13rd Haze 122nd year of Ascendancy at 08:18 see stats
By Torihad the Skeleton Anorithil level 14
65th Dusk 122nd year of Ascendancy at 21:50 see stats
By Torihad the Skeleton Anorithil level 10
7th Flare 122nd year of Ascendancy at 00:04 see stats
By Torihad the Skeleton Anorithil level 10
8th Flare 122nd year of Ascendancy at 09:41 see stats
By Torihad the Skeleton Anorithil level 15
8th Haze 122nd year of Ascendancy at 02:47 see stats
Log
The shield around Aroba the sandworm destroyer crumbles.
The shield around shadow crumbles.
Torihad hits Aroba the sandworm destroyer for (44 absorbed), 188 light (188 total damage).
Torihad hits Shadow for (57 absorbed), 517 light (517 total damage).
Torihad killed Shadow!
Aroba the sandworm destroyer uses Slash.
Your shield crumbles under the damage!
The shield around Torihad crumbles.
Torihad is being stalked by Aroba the sandworm destroyer!
Aroba the sandworm destroyer hits Torihad for (43 absorbed), 381 physical (381 total damage).
Greater Weapon Focus from Aroba the sandworm destroyer hits Torihad for 286 physical damage.
Melee retaliation hits Aroba the sandworm destroyer for 2 lightning, 21 light, 7 darkness, 2 lightning, 21 light, 7 darkness (59 total damage).
Torihad's Corona hits Aroba the sandworm destroyer for 18 darkness damage.
Hymn of Perseverance hits Aroba the sandworm destroyer for 18 darkness damage.
A shield forms around Torihad.
A shield forms around Aroba the sandworm destroyer.
Aroba the sandworm destroyer receives 47 healing from Torihad's healing light area effect.
Torihad receives 61 healing from Torihad's healing light area effect.
The unstable sand tunnel collapses!
Torihad is weakened by the gloom.
Mindrot hits Torihad for (5 absorbed), 0 mind, (6 absorbed), 0 darkness (0 total damage).
Aroba the sandworm destroyer uses Knockback.
Your shield crumbles under the damage!
The shield around Torihad crumbles.
Torihad is no longer being stalked by Aroba the sandworm destroyer.
Aroba the sandworm destroyer hits Torihad for (50 absorbed), 285 physical (285 total damage).
Melee retaliation hits Aroba the sandworm destroyer for (1 absorbed), 0 lightning, (16 absorbed), 0 light, (5 absorbed), 0 darkness (0 total damage).
Torihad the level 20 skeleton anorithil was crushed to death by Aroba the sandworm destroyer on level 2 of Sandworm lair.
Aroba the sandworm destroyer prepares for the next kill!
A shield forms around Torihad.