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! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Male |
Race | Cornac |
Class | Adventurer |
Level / Exp | 18 / 2% |
Size | medium |
Lifes / Deaths | Killed by skeleton mage at level 16 on the 33rd Dusk 122nd year of Ascendancy at 23:02 / 2Killed by Ce'Neth the elven warrior at level 18 on the 35th Dusk 122nd year of Ascendancy at 17:32 |
Antimagic | Follower |
Primary Stats
Strength | 21 (base 16) |
Dexterity | 17 (base 14) |
Constitution | 13 (base 12) |
Magic | 19 (base 12) |
Willpower | 67 (base 46) |
Cunning | 54 (base 26) |
Resources
Life | -34/364 |
Hate | 102/102 |
Equilibrium | 48 |
Psi | 304/358 |
Healing Factor | 1.0783363011315 |
Regeneration | 2.4262566775459 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
See Stealth | 10 |
See Invisible | 10 |
Offense: Mainhand
Damage | 35 |
Accuracy | 49 |
Crit Chance | 16% |
APR | 18 |
Speed | 1.00 |
Offense: Offhand
Damage | 35 |
Accuracy | 49 |
Crit Chance | 16% |
APR | 18 |
Speed | 1.00 |
Offense: Spell
Spellpower | 21 |
Crit Chance | 15% |
Speed | 1 |
Offense: Mind
Mindpower | 61 |
Crit Chance | 18% |
Speed | 1 |
Offense: Damage Bonus
Nature | +17% |
Acid | +11% |
Arcane | +10% |
All | 0% |
Offense: Damage Penetration
Mind | +35% |
Defense: Base
Armour (hardiness) | 36 (35.65183292883%) |
Defense | 40 |
Ranged Defense | 40 |
Fatigue | 1 |
Physical Save | 23.2 |
Spell Save | 31.2 |
Mental Save | 36 |
Defense: Resistances
Acid | + 22%( 70%) |
Blight | + 19%( 70%) |
Physical | + 10%( 70%) |
Cold | + 29%( 70%) |
All | 0%( 70%) |
Darkness | + 11%( 70%) |
Light | + 3%( 70%) |
Temporal | + 6%( 70%) |
Lightning | + 9%( 70%) |
Fire | + 6%( 70%) |
Nature | + 30%( 70%) |
Defense: Immunities
Silence Resistance | 10% |
Bleed Resistance | 10% |
Confusion Resistance | 0% |
Teleport Resistance | 30% |
Instadeath Resistance | 100% |
Poison Resistance | 20% |
Knockback Resistance | 20% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 248 life over 5 turns. Its effects scale with your Strength 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: MovementUse 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 increase movement speed by 608% 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 Cunning stat. |
Class Talents
Wild-gift / Mucus | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Absorption | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Cursed / Punishments | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Solipsism | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Discharge | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Force of will | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Mindstar mastery | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Feedback | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Mentalism | 1.00 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Cursed / Dark sustenance | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
Quests
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 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. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 within2 lumberjacks have died. | done |
Equipment
Psionic focus | Ginik (100% power, 2 apr, arcane element) Ginik (100% power, 2 apr, arcane element)Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +7 Mag / +8 Wil / +7 Cun Changes resistances penetration: +35% mind Changes damage: +10% arcane Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +6 Maximum hate: +2.00 Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Mindpower: +25 (+7 eff.) Staves designed for wielders of magic, by the greats of the art. |
On hands | Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) 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: +7 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Slime Spit (35% chance level 1). These gloves are coated with a thick, green liquid. |
Light source | Emeluldavena the brass lantern Emeluldavena the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +9% blight / +6% cold / +3% temporal / +1% physical Cut immunity: +10% Teleport immunity: +20% Life regen: +2.00 Maximum life: +41.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Zeruneg (20 def, 11 armour) Zeruneg (20 def, 11 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +11 Defense: +20 (+6 eff.) Fatigue: +5% Changes stats: +3 Dex Changes resistances: +9% lightning Mental save: +3 (+2 eff.) Knockback immunity: +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On feet | dreamer's pair of rough leather boots (0 def, 1 armour) dreamer's pair of rough leather boots (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Cun / +3 Wil Physical save: +6 (+2 eff.) Spell save: +7 (+2 eff.) Mental save: +6 (+3 eff.) A pair of boots made of leather. |
Tool | focusing iron torque of gale force [power 100] (3/15 cooldown) focusing iron torque of gale force [power 100] (3/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 100 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | copper ring of corrosion (+22%) copper ring of corrosion (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% acid Changes damage: +11% acid Rings make your fingers look great! |
On fingers | rogue's copper ring of nature (+20%) rogue's copper ring of nature (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Changes resistances: +20% nature Changes damage: +10% nature Rings make your fingers look great! |
Around neck | Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
In main hand | vined mindstar 'Vorowe' (85% power, 18 apr, mind damage) vined mindstar 'Vorowe' (85% power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 Power: 85% 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: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes stats: +5 Cun Changes resistances: +4% blight / +6% fire / +3% temporal Changes damage: +2% nature Talent granted: +1 Attune Mindstar Critical mult.: +14.00% Disease immunity: +10% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% 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. |
Around waist | Cuthedig the rough leather belt Cuthedig the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +6 Changes stats: +4 Wil / +4 Cun / +1 Con Changes resistances: +3% light / +3% cold Damage against: +15% Summoned Reduced damage from: +17% Summoned Silence immunity: +10% Healing mod.: +5% A belt that goes around your waist. |
In off hand | creative vined mindstar of balance (85% power, 18 apr, mind damage) creative vined mindstar of balance (85% power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 85% 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: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Cun Talent granted: +1 Attune Mindstar Critical mult.: +5.00% Physical save: +3 (+1 eff.) Spell save: +3 (+1 eff.) Mental save: +2 (+1 eff.) Equilibrium when hit: +0.80 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | linen cloak 'Goraroddaleg' (11 def, 16 armour) linen cloak 'Goraroddaleg' (11 def, 16 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +16 Defense: +11 (+3 eff.) Changes resistances: +3% blight / +11% cold Teleport immunity: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Oledunagachak (3 def, 2 armour) Oledunagachak (3 def, 2 armour)Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% Changes stats: +5 Str / +2 Wil Changes resistances: +3% blight / +9% physical / +11% darkness / +9% cold Light radius: +4 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 18 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
Inventory
This item will automatically be transmogrified when you leave the level. steam generator implant of the psychic (steam 11)steam generator implant of the psychic (steam 11) Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.3 steam per turn. Can be activated for an instant burst of 57 steam. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Primal Infusion (affinity 17%; reduction 3; dur 4; cd 18) Primal Infusion (affinity 17%; reduction 3; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] 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 heal for 17% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
This item will automatically be transmogrified when you leave the level. healing infusion of the sneak (heal 151; cd 14)healing infusion of the sneak (heal 151; cd 14) 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 151 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning 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. |
schematic: Acid Groove schematic: Acid GrooveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive Shell schematic: Explosive ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fatal Attractor schematic: Fatal AttractorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Flash Powder 2 schematic: Flash PowderRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost Salve schematic: Frost SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing Salve schematic: Healing SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip schematic: Iron GripRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental Stimulator schematic: Mental StimulatorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve schematic: Pain Suppressor SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Shell schematic: Saw ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Second Skin 2 schematic: Second SkinRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Spring Grapple 2 schematic: Spring GrappleRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamgun schematic: SteamgunRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamsaw 2 schematic: SteamsawRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Toxic Cannister Launcher schematic: Toxic Cannister LauncherRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Needlegun schematic: Viral NeedlegunRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Water Salve schematic: Water SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof Coating schematic: Waterproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
warrior's copper amulet of cunning (+3) warrior's copper amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Changes resistances: +6% physical Stamina each turn: +0.20 Amulets make your neck look great! |
Aeryreda (105% power, 6 apr) Aeryreda (105% power, 6 apr)Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Power: 106% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) When wielded/worn: Accuracy: +8 (+4 eff.) Defense: +6 (+2 eff.) Changes stats: +3 Dex Changes resistances: +9% darkness / +3% cold Reduces incoming crit damage: 5.00% Disarm immunity: +24% Sharp, short and deadly. |
Duvileg the Demongore (100% power, 5 apr) Duvileg the Demongore (100% power, 5 apr)Requires: - Dexterity 11 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 100% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 20% chance to slow global speed by 63% * 14% chance to reduce all saves and defense by 35 Damage (Melee): +6 mind Damage (radius 1) on hit: +4 mind When wielded/worn: Changes stats: +2 Cun / +2 Wil Changes resistances penetration: +5% nature Changes damage: +15% darkness Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. flaming iron greatmaul (115% power, 1 apr)flaming iron greatmaul (115% power, 1 apr) Requires: - Strength 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Power: 115% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% Damage (radius 1) on hit: +9 fire Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. iron greatsword 'Gunisasta' (115% power, 1 apr)iron greatsword 'Gunisasta' (115% power, 1 apr) Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 115% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +5.5% Attack speed: 100% Damage (radius 2) on crit: +23 fire When wielded/worn: Armour: +2 Changes resistances: +9% nature / +3% light Changes resistances penetration: +10% fire Cut immunity: +10% Teleport immunity: +20% Global speed: +3% Massive two-handed swords. |
thought-forged iron greatsword of persecution (116% power, 1 apr) thought-forged iron greatsword of persecution (116% power, 1 apr)Requires: - Strength 11 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 116% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 14% chance to reduce all saves and defense by 35 Damage (Melee): +7 mind Damage against: +7% Unnatural When wielded/worn: Changes stats: +2 Cun / +6 Wil Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. cruel elm magestaff of fate (100% power, 2 apr, fire element)cruel elm magestaff of fate (100% power, 2 apr, fire element) Requires: - Magic 11 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% fire Talent granted: +1 Command Staff Critical mult.: +11.00% Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +7 (+4 eff.) Spellpower: +3 (+1 eff.) Spell crit. chance: +11% Staves designed for wielders of magic, by the greats of the art. |
Falizilakan (101% power, 2 apr) Falizilakan (101% power, 2 apr)Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 101% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +7 darkness Damage against: +6% Living When wielded/worn: Changes resistances: +6% mind / +6% cold Cut immunity: +10% Silence immunity: +10% Maximum life: +60.00 One-handed war axes. |
steel waraxe 'Bethalrawe' (109% power, 3 apr) steel waraxe 'Bethalrawe' (109% power, 3 apr)Requires: - Strength 16 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Power: 109% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 5% chance to slow global speed by 63% Damage (Melee): +6 darkness / +5 nature Damage against: +7% Living When wielded/worn: Changes resistances: +3% lightning / +12% fire / +5% arcane One-handed war axes. |
noble's rough leather belt noble's rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Damage against: +20% Summoned Reduced damage from: +15% Summoned A belt that goes around your waist. |
Ravenfoe (1 def, 0 armour) Ravenfoe (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 29% Changes stats: +1 Str / +1 Con Changes resistances: +6% darkness / +9% cold Changes damage: +3% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. Guwyn (0 def, 0 armour)Guwyn (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +3 Mag / +3 Wil Changes resistances: +6% acid / +7% all Changes resistances penetration: +5% blight / +25% temporal Changes damage: +9% acid / +9% temporal / +15% arcane Maximum mana: +20.00 Spellpower: +2 (+1 eff.) Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe of protection (2 def, 3 armour) mindwoven woollen robe of protection (2 def, 3 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour: +3 Defense: +2 (+0 eff.) Changes resistances: +9% all Physical save: +19 (+7 eff.) Mental save: +16 (+7 eff.) Mindpower: +2 (+1 eff.) Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Gurach the Murkhacker (0 def, 3 armour) Gurach the Murkhacker (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * 10% chance to slow global speed by 63% * 10 arcane resource burn Changes resistances: +3% temporal / +9% nature / +6% darkness Changes resistances penetration: +5% darkness Stamina each turn: +0.30 Maximum stamina: +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
heroic rough leather gloves (0 def, 5 armour) heroic rough leather gloves (0 def, 5 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +5 Mental save: +6 (+3 eff.) Maximum life: +44.00 When used to modify unarmed attacks: Power: 102% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +4 Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Battle Shout (10% chance level 1). 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. spellstreaming rough leather gloves (0 def, 1 armour)spellstreaming rough leather gloves (0 def, 1 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Mana each turn: +0.11 Spellpower: +5 (+2 eff.) Spell crit. chance: +4% When used to modify unarmed attacks: Power: 95% 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: Elemental Bolt (10% chance level 1). Damage (Melee): +5 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Manoruimnir the iron helm (0 def, 3 armour) Manoruimnir 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% Changes stats: +2 Wil Changes resistances: +6% fire / +6% cold Changes resistances penetration: +25% mind Hate when firing a critical mind attack: +3.00 Mental crit. chance: +2% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Yvibreta (0 def, 1 armour) Yvibreta (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Cun / +2 Wil Changes resistances penetration: +10% blight Confusion immunity: +10% Pinning immunity: +10% Only die when reaching: -60.00 life Mindpower: +3 (+1 eff.) A cap made of leather. |
This item will automatically be transmogrified when you leave the level. grounding linen wizard hat of nature (+6%) (1 def, 0 armour)grounding linen wizard hat of nature (+6%) (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +6% lightning / +6% temporal / +18% nature Changes damage: +12% nature A pointy cloth hat, very wizardly... |
linen wizard hat 'Darktooth' (16 def, 0 armour) linen wizard hat 'Darktooth' (16 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +16 (+5 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 29% Changes resistances: +5% lightning / +6% temporal Changes resistances penetration: +15% darkness Pinning immunity: +20% Life regen: +2.00 Only die when reaching: -20.00 life A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. rough leather cap of the depths (0 def, 1 armour)rough leather cap of the depths (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +5% cold Allows you to breathe in: water A cap made of leather. |
This item will automatically be transmogrified when you leave the level. stabilizing linen wizard hat of nature (+16%) (1 def, 0 armour)stabilizing linen wizard hat of nature (+16%) (1 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Wil Changes resistances: +16% nature Changes damage: +11% nature Physical save: +5 (+2 eff.) A pointy cloth hat, very wizardly... |
cured leather armour 'Isludheta' (6 def, 4 armour) cured leather armour 'Isludheta' (6 def, 4 armour)Requires: - Strength 14 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Changes stats: +1 Str / +1 Dex / +4 Wil / +4 Cun Changes resistances: +11% blight / +5% physical / +11% nature Reduces incoming crit damage: 15.00% Physical save: +14 (+6 eff.) Mental save: +10 (+5 eff.) See invisible: +6 A suit of armour made of leather. |
troll-hide rough leather armour of acid resistance (3 def, 2 armour) troll-hide rough leather armour of acid resistance (3 def, 2 armour)Requires: - Strength 10 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% Changes resistances: +16% acid Life regen: +3.70 Maximum life: +32.00 Healing mod.: +11% A suit of armour made of leather. |
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. |
82 alchemist agate 82 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. |
iron pickaxe of delving (dig speed 38 turns) iron pickaxe of delving (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +3 Str / +2 Con Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 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. |
Furnacetooth FurnacetoothCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% darkness Confusion immunity: +20% Hate when firing a critical mind attack: +1.00 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. |
Ravenburst the brass lantern Ravenburst the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +6% darkness Critical mult.: +5.00% Maximum life: +42.00 Mental crit. chance: +1% 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. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
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. |
Bizzare Contraption Bizzare Contraption2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +8 Cun Changes resistances: +15% lightning Changes damage: +15% lightning Physical save: +18 (+7 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
Ividhelaith the iron torque of mindblast [power 110] (3/15 cooldown) Ividhelaith the iron torque of mindblast [power 110] (3/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes resistances: +6% darkness Changes resistances penetration: +10% arcane Reduces incoming crit damage: 15.00% Spell save: +15 (+6 eff.) It can be used to blast the opponent's mind dealing 110 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level. Ulahir the Mirelace [power 116] (3/20 cooldown)Ulahir the Mirelace [power 116] (3/20 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances penetration: +10% nature Psi when hit: +0.20 Maximum hate: +6.00 It can be used to create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Reduce fatigue by 22% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
4 ametrine 4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine 4 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. |
4 zircon 4 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 solidoom the Cornac Adventurer level 16
24th Dusk 122nd year of Ascendancy at 03:14 see stats
By solidoom the Cornac Adventurer level 10
6th Dusk 122nd year of Ascendancy at 06:38 see stats
By solidoom the Cornac Adventurer level 10
5th Flare 122nd year of Ascendancy at 21:16 see stats
By solidoom the Cornac Adventurer level 7
2nd Summertide 122nd year of Ascendancy at 22:38 see stats
By solidoom the Cornac Adventurer level 16
33rd Dusk 122nd year of Ascendancy at 23:02 see stats
Log
Solidoom's manaburn arcane area effect hits Solidoom's mucus ooze for 0 arcane damage.
Solidoom's manaburn arcane area effect hits Ce'Neth the elven warrior for (28 blocked), 0 arcane (0 total damage).
Solidoom's manaburn arcane area effect hits solidoom for 0 arcane damage.
Solidoom's manaburn arcane area effect hits Solidoom's mucus ooze for 0 arcane damage.
Solidoom uses Willful Strike.
Solidoom's mind surges with critical power!
Ce'Neth the elven warrior was blasted back 2 spaces!
solidoom hits Ce'Neth the elven warrior for (46 blocked), 46 physical (46 total damage).
Burning Shock from Ce'Neth the elven warrior hits Solidoom's mucus ooze for 50 fire damage.
Solidoom's mucus ooze uses Slime Spit.
Layavena the mean looking elven guard slows down.
Solidoom's mucus ooze hits Layavena the mean looking elven guard for 32 nature damage.
Solidoom is not stunned anymore.
Solidoom stops burning.
Talent Infusion: Regeneration is ready to use.
solidoom receives 5 healing (1 psi heal).
Solidoom's manaburn arcane area effect hits Solidoom's mucus ooze for 0 arcane damage.
Solidoom's manaburn arcane area effect hits solidoom for 0 arcane damage.
Solidoom's manaburn arcane area effect hits Solidoom's mucus ooze for 0 arcane damage.
Solidoom uses Infusion: Regeneration.
Solidoom starts regenerating health quickly.
Solidoom's mucus ooze is not stunned anymore.
You have deflected 16 incoming damage!
solidoom converts some damage to Psi!
Something hits Solidoom's mucus ooze for 545 fire damage.
Something hits solidoom for (40 to psi shield), (33 antimagic), (16 deflected), 34 to psi, 225 fire (259 total damage).
Something hits Solidoom's mucus ooze for 545 fire damage.
solidoom the level 18 cornac adventurer was combusted to death by Ce'Neth the elven warrior on level 3 of Rhaloren Camp.