










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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:
Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Cornac |
Class | Cursed |
Level / Exp | 22 / 66% |
Size | medium |
Lifes / Deaths | Killed by Nieco's Inner Demon at level 22 on the 19th Haze 122nd year of Ascendancy at 05:26 / 1 |
Primary Stats
Strength | 58 (base 51) |
Dexterity | 42 (base 40) |
Constitution | 26 (base 10) |
Magic | 10 (base 10) |
Willpower | 37 (base 14) |
Cunning | 12 (base 10) |
Resources
Life | -79/667 |
Hate | 100/100 |
Healing Factor | 1.3416586254954 |
Regeneration | 4.3603905328602 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +2.2204460492503E-13% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 127 |
Accuracy | 39 |
Crit Chance | 2% |
APR | 12 |
Speed | 1.00 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 43 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +6% |
Light | +10% |
Blight | +10% |
Physical | +3% |
Nature | +15% |
All | 0% |
Offense: Damage Penetration
Darkness | +5% |
Acid | +25% |
Defense: Base
Armour (hardiness) | 57.511077022655 (89.749889547741%) |
Defense | 38 |
Ranged Defense | 38 |
Fatigue | 35 |
Physical Save | 39 |
Spell Save | 27 |
Mental Save | 38 |
Defense: Resistances
Acid | + 32%( 70%) |
Blight | + 22%( 70%) |
Physical | + 6%( 70%) |
Cold | + 10%( 70%) |
All | + 4%( 70%) |
Darkness | + 34%( 70%) |
Light | + 36%( 70%) |
Mind | + 13%( 70%) |
Fire | + 16%( 70%) |
Nature | + 11%( 70%) |
Defense: Immunities
Stun Resistance | 68% |
Confusion Resistance | 92% |
Fear Resistance | 45% |
Poison Resistance | 10% |
Blind Resistance | 0% |
Silence Resistance | 30% |
Bleed Resistance | 50% |
Teleport Resistance | 20% |
Disarm Resistance | 10% |
Pinning Resistance | 10% |
Instadeath Resistance | 100% |
Knockback Resistance | 45% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 336 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 174 then cleanse 1 wound, poison, and disease effect. 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 574% 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 Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random mental effect and reduce all damage taken by 17% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Class Talents
Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Predator | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Cursed / Rampage | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Cursed / Endless hunt | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Willpower 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 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 Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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. * 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. | 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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * '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.' * You've found the needed black mamba head. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
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 | ![]() Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Fatigue: +2% Reduces incoming crit damage: 10.00% Silence immunity: +20% Disarm immunity: +10% Confusion immunity: +24% Stun/Freeze immunity: +23% Teleport immunity: +20% Maximum life: +80.00 Curse of Misfortune Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(93 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Physical power: +10 (+4 eff.) Armour: +7 Fatigue: +5% Damage when hit (Melee): 2 mind Changes stats: +1 Str / +3 Wil / +2 Cun Critical mult.: +5.00% Mindpower: +3 (+1 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+4 eff.) Mindpower: +5 (+2 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 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. 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 10 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 | ![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Dex Physical save: +9 (+3 eff.) Mental save: +6 (+2 eff.) Confusion immunity: +23% Only die when reaching: -40.00 life Mindpower: +20 (+7 eff.) Mental crit. chance: +2% Rings make your fingers look great! |
On fingers | ![]() Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+3 eff.) Changes stats: +6 Str / +6 Con Changes resistances: +16% blight / +7% nature / +6% darkness Changes damage: +10% blight Poison immunity: +10% Disease immunity: +15% Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +6 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Rings make your fingers look great! |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +8 Defense: +8 (+3 eff.) Effects on melee hit: * 20% chance to slow global speed by 54% Changes resistances: +6% acid Changes resistances penetration: +25% acid Changes damage: +15% nature / +6% darkness Physical save: +13 (+5 eff.) Curse of Madness A belt that goes around your waist. |
In main hand | ![]() Requires: - Strength 24 Powered by arcane forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 168% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 21% chance to reduce strength, dexterity, and constitution by 6 Damage (Melee): +17 blight / +7 darkness Damage against: +14% Living When wielded/worn: Physical power: +5 (+2 eff.) Changes stats: +2 Con Changes resistances: +1% physical Changes damage: +3% physical Curse of Shrouds Massive two-handed mauls. |
On hands | ![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 Defense: +10 (+4 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 27 Changes resistances: +3% blight / +3% light Spell save: +9 (+4 eff.) Mental save: +6 (+2 eff.) Life regen: +2.00 Stamina each turn: +0.50 Maximum stamina: +12.00 When used to modify unarmed attacks: Power: 92% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Nightmare (10% chance level 1). Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() Requires: - Massive armour training - Strength 60 Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +15 (+5 eff.) Fatigue: +33% Changes stats: +8 Con Changes resistances: +23% acid / +1% physical / +13% fire / +9% mind / +25% darkness Physical save: +8 (+3 eff.) Spell save: +9 (+4 eff.) Mental save: +11 (+4 eff.) Pinning immunity: +10% Curse of Nightmares A suit of armour made of metal plates. |
Cloak | ![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 22% Changes stats: +2 Wil Changes resistances: +6% cold Changes resistances penetration: +5% darkness Reduces incoming crit damage: 15.00% Mental save: +6 (+2 eff.) Silence immunity: +10% Maximum life: +60.00 Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Cut immunity: +50% Life regen: +1.00 Healing mod.: +11% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 193 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Inventory
![]() 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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 511% 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 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. |
![]() 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 cure yourself of one random magical effect and reduce all damage taken by 28% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. |
![]() Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +7 Dex / +3 Con Changes resistances: +3% darkness Changes resistances penetration: +10% darkness Changes damage: +6% darkness Physical save: +6 (+2 eff.) Life regen: +2.00 Maximum life: +34.00 Amulets make your neck look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +2 Defense: +10 (+4 eff.) Damage when hit (Melee): 4 acid Changes stats: +5 Cun / +9 Dex Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Defense: +10 (+4 eff.) Changes stats: +1 Cun / +2 Dex Critical mult.: +15.00% Disarm immunity: +21% Pinning immunity: +20% Knockback immunity: +23% Maximum life: +23.00 Rings make your fingers look great! |
![]() steel mace 'Aduba' (Nightmares) (110% power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Power: 110% Range: 1.4x 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% On weapon crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 When wielded/worn: Changes stats: +2 Cun Critical mult.: +10.00% Mental save: +12 (+4 eff.) Equilibrium when hit: +0.12 Maximum hate: +8.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Nightmares Blunt and deadly. |
![]() thorny mindstar of storms (Madness) (94% power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 95% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage (Melee): 7 lightning Changes stats: +1 Str / +1 Dex / +2 Mag / +4 Wil / +2 Cun / +4 Con Changes resistances: +7% lightning Changes resistances penetration: +6% lightning Changes damage: +6% lightning Talent granted: +1 Attune Mindstar Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour penetration: +2 Physical crit. chance: +6.0% Physical power: +2 (+1 eff.) Defense: +32 (+11 eff.) Fatigue: -4% Changes resistances: +3% physical Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +5 Mag / +5 Wil Changes resistances: +7% all Changes damage: +12% lightning Reduces incoming crit damage: 15.00% Mana each turn: +0.15 Psi each turn: +0.11 Infravision radius: +3 Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() cashmere robe 'Prismkarma' (Madness) (15 def, 2 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Physical power: +10 (+4 eff.) Armour: +2 Defense: +15 (+5 eff.) Changes resistances: +28% lightning / +11% all Changes resistances penetration: +15% light Changes damage: +19% lightning Only die when reaching: -80.00 life Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Effects on melee hit: * 20% chance to slow global speed by 54% Changes resistances: +3% lightning / +3% cold / +3% darkness / +5% arcane Changes damage: +3% acid Infravision radius: +1 Curse of Madness A pair of boots made of leather. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Damage when hit (Melee): 4 mind Changes stats: +6 Dex / +4 Wil / +4 Con Changes resistances: +3% mind / +6% darkness Changes resistances penetration: +6% physical Changes damage: +15% darkness Reduces incoming crit damage: 5.00% Mindpower: +4 (+2 eff.) Curse of Madness It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 3.9 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 53% (at 0 Hate) to 176% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 22 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +3 Defense: +2 (+1 eff.) Changes stats: +4 Cun / +4 Wil Changes resistances penetration: +10% nature Changes damage: +10% nature Spell save: +6 (+3 eff.) Maximum life: +40.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +6% When used to modify unarmed attacks: Power: 117% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Armour Penetration: +8 Crit. chance: +6.0% Attack speed: 83% Damage (Melee): +12 silence Can't be worn by those with arcane powers. Curse of Corpses It can be used to destroy an arcane item (of a higher tier than the gauntlets) Activation costs 1 power out of 150/150. These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
![]() Frozensin the cashmere wizard hat (Shrouds) (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 4 mind Changes resistances: +21% fire / +9% mind / +12% cold Changes resistances penetration: +10% cold Changes damage: +32% fire Curse of Shrouds A pointy cloth hat, very wizardly... |
![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +7 Fatigue: +3% Changes resistances: +10% nature / +1% physical Changes damage: +6% fire Spell save: +3 (+1 eff.) Cut immunity: +20% Silence immunity: +20% Maximum life: +72.00 Healing mod.: +12% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Curse of Shrouds A cap made of leather. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 20% chance to reduce armor by 15% * 20% chance to reduce damage dealt by 22% Changes stats: +5 Str / +2 Wil / +3 Cun / +2 Con Physical save: +18 (+6 eff.) Curse of Nightmares A cap made of leather. |
![]() Lightpyre the dwarven-steel helm (Madness) (0 def, 4 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +3 Con Changes resistances: +9% light / +11% cold Changes damage: +9% lightning / +9% light Allows you to breathe in: water Physical save: +12 (+4 eff.) Maximum stamina: +10.00 Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Armour: +7 Fatigue: +5% Damage when hit (Melee): 6 light Changes resistances: +3% light Changes resistances penetration: +20% physical Stamina when hit: +0.90 Equilibrium when hit: +0.90 Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +3% lightning / +5% fire / +9% darkness / +15% cold Changes damage: +3% lightning Curse of Shrouds A pointy cloth hat, very wizardly... |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +2 Armour: +3 Fatigue: +5% Changes stats: +1 Cun / +5 Con Changes resistances: +6% nature / +1% physical Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Massive armour training - Strength 35 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Effects on melee hit: * 20% chance to slow global speed by 54% Changes resistances: +29% fire / +9% nature / +1% physical Disarm immunity: +20% Curse of Shrouds A suit of armour made of metal plates. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Fatigue: -5% Changes stats: +3 Str Changes resistances: +3% cold / +1% physical / +5% arcane / +6% darkness Life regen: +4.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() Infused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 54% * 10% chance to reduce all saves and defense by 27 Damage when hit (Melee): 2 mind Changes resistances: +3% nature / +3% mind / +3% all Changes damage: +9% mind / +6% fire Spell save: +6 (+3 eff.) 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. |
![]() Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 22% Changes resistances: +6% temporal / +6% fire Life regen: +2.00 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 110 Activation puts all charms on cooldown for 15 turns. When used: * Heal for 34. Natural totems are made by powerful wilders to store nature power. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to reveal the area around you, dispelling darkness (radius 9, power 34 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 21% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Nieco the Cornac Cursed level 10
2nd Mirth 122nd year of Ascendancy at 05:35 see stats
By Nieco the Cornac Cursed level 20
30th Dusk 122nd year of Ascendancy at 09:52 see stats
By Nieco the Cornac Cursed level 21
65th Dusk 122nd year of Ascendancy at 18:50 see stats
By Nieco the Cornac Cursed level 21
32nd Dusk 122nd year of Ascendancy at 02:18 see stats
By Nieco the Cornac Cursed level 7
78th Pyre 122nd year of Ascendancy at 06:40 see stats
By Nieco the Cornac Cursed level 10
4th Mirth 122nd year of Ascendancy at 04:14 see stats
By Nieco the Cornac Cursed level 22
4th Haze 122nd year of Ascendancy at 12:40 see stats
By Nieco the Cornac Cursed level 17
6th Dusk 122nd year of Ascendancy at 21:42 see stats
Log
Nieco uses Slash.
Nieco misses Nieco's Inner Demon.
Nieco cleaves through Nieco's Inner Demon!
Nieco's Inner Demon suffers an unfortunate blow.
Nieco's Inner Demon is afflicted by a crippling illness!
You feel your rampage slowing down. (-1 duration)
Nieco's Inner Demon has shrugged off 5 damage and is ready for more.
Nieco's Inner Demon is no longer out of phase.
Nieco's Inner Demon stops regenerating health quickly.
Nieco's Inner Demon is no longer rampaging.
Nieco's Inner Demon uses Dominate.
Nieco shrugs off Nieco's Inner Demon's 'Dominated'!
Nieco hits Nieco's Inner Demon for 125 physical, 12 blight, 4 darkness (142 total damage).
Melee retaliation hits Nieco's Inner Demon for 2 mind damage.
Melee retaliation hits Nieco for (1 rampage shugs off), 0 mind (0 total damage).
Mindrot hits Nieco for (3 rampage shugs off), 0 mind, (2 rampage shugs off), 0 darkness (0 total damage).
Nieco's Inner Demon hits Nieco for (16 rampage shugs off), 64 physical, 9 blight, 3 darkness, 7 light (83 total damage).
Mindrot hits Nieco for (3 rampage shugs off), 0 mind, (2 rampage shugs off), 0 darkness (0 total damage).
Nieco killed Nieco's Inner Demon!
Luminous horror casts Searing Light.
Luminous horror hits Nieco's Inner Demon for 57 light damage.
Zubylevena the luminous horror uses Supercharge Tinkers.
Zubylevena the luminous horror supercharges all tinkers.
Nieco's Inner Demon uses Frenzy.
Nieco is afflicted by a crippling illness!
Nieco suffers an unfortunate blow.
Nieco is no longer being stalked by Nieco's Inner Demon.
Melee retaliation hits Nieco's Inner Demon for (2 rampage shugs off), 0 mind, (1 rampage shugs off), 0 mind, (2 rampage shugs off), 0 mind, (2 rampage shugs off), 0 mind (0 total damage).
Nieco's Inner Demon hits Nieco for 44 physical, 10 blight, 3 darkness, 8 light, 64 physical, 10 blight, 3 darkness, 8 light, 48 physical (199 total damage).
Nieco the level 22 cornac cursed was minced to death by a Nieco's Inner Demon on level 1 of Ruined Dungeon.