Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Ashes of Urh'Rok 1.6.7Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.6.0Donators/Buyers bonus! Select First Escort 1.5.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Allow Respec Anywhere 1.2.3Possessor Bonus Class 1.6.6Donators/Buyers bonus! Embers of Rage 1.6.7Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Skeleton |
Class | Archmage |
Level / Exp | 23 / 10% |
Size | medium |
Lifes / Deaths | Killed by Polinn the cave bear at level 20 on the 46th Dusk 122nd year of Ascendancy at 04:13 2 / 3Killed by Horned Horror at level 23 on the 52nd Dusk 122nd year of Ascendancy at 11:29 Killed by Horned Horror at level 23 on the 52nd Dusk 122nd year of Ascendancy at 13:56 |
Primary Stats
Strength | 16 (base 10) |
Dexterity | 19 (base 10) |
Constitution | 13 (base 10) |
Magic | 66 (base 53) |
Willpower | 65 (base 46) |
Cunning | 22 (base 12) |
Resources
Life | 371/371 |
Mana | 559/559 |
Vim | 217/217 |
Healing Factor | 1.1745901639344 |
Regeneration | 3.8174180327869 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -58.333333333333% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Offense: Mainhand
Damage | 30 |
Accuracy | 22 |
Crit Chance | 7% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 47 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 39 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Acid | +12% |
Arcane | +3% |
Cold | +25% |
All | 0% |
Darkness | +12% |
Light | +10% |
Lightning | +13% |
Fire | +26% |
Mind | +6% |
Offense: Damage Penetration
Temporal | +10% |
Mind | +20% |
Arcane | +10% |
Cold | +10% |
Nature | +10% |
Defense: Base
Armour (hardiness) | 14 (30%) |
Defense | 26 |
Ranged Defense | 26 |
Fatigue | 0 |
Physical Save | 28 |
Spell Save | 32 |
Mental Save | 41 |
Defense: Resistances
Acid | + 36%( 70%) |
Arcane | + 18%( 70%) |
Cold | + 43%( 70%) |
All | + 9%( 70%) |
Lightning | + 32%( 70%) |
Light | + 36%( 70%) |
Temporal | + 23%( 70%) |
Physical | + 12%( 70%) |
Darkness | + 36%( 70%) |
Mind | + 31%( 70%) |
Nature | + 14%( 70%) |
Defense: Immunities
Stun Resistance | 66% |
Confusion Resistance | 46% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 20% |
Silence Resistance | 44% |
Bleed Resistance | 100% |
Instadeath Resistance | 100% |
Disarm Resistance | 29% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 313 damage for 4 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (56 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 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 48 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. |
Class Talents
Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Spell / Air | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 3/5 |
Spell / Arcane | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 1/5 |
| 4/5 |
| 3/5 |
| 3/5 |
Spell / Aegis | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved talent Curse of Impotence (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Aredhenne the degenerated skeleton warrior. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul) | failed |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You failed to protect the lost warrior from death by Charlie Brown. Escort: lost warrior (level 2 of Old Forest) | failed |
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 have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
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 | undeterred pair of hardened leather boots of speed (0 def, 3 armour) undeterred pair of hardened leather boots of speed (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Silence immunity: +24% Confusion immunity: +26% Stun/Freeze immunity: +26% Movement speed: +25% A pair of boots made of leather. |
Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite 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.(122 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | linen wizard hat 'Windwhisper' (21 def, 0 armour) linen wizard hat 'Windwhisper' (21 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +5 (+3 eff.) Armour penetration: +1 Defense: +21 (+11 eff.) Changes resistances: +16% cold Changes resistances penetration: +10% nature Changes damage: +11% cold Critical mult.: +5.00% Only die when reaching: -20.00 life A pointy cloth hat, very wizardly... |
Tool | Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 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 | steel ring 'Xanytha' steel ring 'Xanytha'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Mag / +5 Wil Changes resistances: +27% darkness / +5% arcane Changes damage: +12% darkness Blindness immunity: +20% Stun/Freeze immunity: +20% Life regen: +3.00 Spellpower: +6 (+2 eff.) Rings can have magical properties. |
On fingers | Yarorand YarorandInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +4 Wil Changes resistances: +9% mind / +9% temporal Changes resistances penetration: +5% arcane / +10% temporal Changes damage: +3% arcane / +6% mind Mental save: +8 (+3 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings can have magical properties. |
Around waist | Tarradradan the rough leather belt Tarradradan the rough leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +10 (+5 eff.) Armour: +7 Defense: +5 (+3 eff.) Changes stats: +5 Wil Changes resistances: +1% physical Changes resistances penetration: +5% arcane Mental save: +9 (+3 eff.) It can be used to create a temporary shield that absorbs 182 damage Activation puts all charms on cooldown for 30 turns. A belt that goes around your waist. |
In main hand | Stokeream (20-24 power, 4 apr, fire element) Stokeream (20-24 power, 4 apr, fire element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Mag / +3 Cun / +3 Con Changes resistances: +9% acid / +6% temporal Changes damage: +26% fire Talent granted: +1 Command Staff Critical mult.: +14.00% Confusion immunity: +20% Mana each turn: +0.18 N.Energy each turn: +0.20 Vim when firing critical spell: +5.00 Maximum mana: +30.00 Maximum vim: +29.00 Maximum neg.energy: +23.00 Spellpower: +9 (+3 eff.) Spell crit. chance: +11% Staves designed for wielders of magic, by the greats of the art. |
On hands | hardened leather gloves 'Elovea' (0 def, 4 armour) hardened leather gloves 'Elovea' (0 def, 4 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+4 eff.) Armour: +4 Changes resistances: +9% mind / +6% lightning Physical save: +7 (+3 eff.) Mental save: +7 (+2 eff.) Silence immunity: +20% Disarm immunity: +29% Maximum life: +20.00 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 | Rainspar (0 def, 0 armour) Rainspar (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +18% acid / +19% lightning / +21% cold / +6% mind / +9% all Changes resistances penetration: +20% mind / +10% cold Changes damage: +12% acid / +14% cold / +13% lightning A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | Zanerak (1 def, 0 armour) Zanerak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 10 arcane resource burn Changes stats: +2 Cun / +2 Dex Changes resistances: +5% arcane / +6% nature Only die when reaching: -20.00 life Healing mod.: +5% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Uloneg the copper amulet Uloneg the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Changes resistances: +3% acid / +2% physical / +3% darkness Physical save: +12 (+6 eff.) Stun/Freeze immunity: +20% Amulets can have magical properties. |
Inventory
heroism infusion of the psychic (die at -434; dur 6; cd 28) heroism infusion of the psychic (die at -434; dur 6; cd 28)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: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -434 life. The duration and life will increase by 1% for every 1% life you have lost (currently 434 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
This item will automatically be transmogrified when you leave the level. movement infusion (speed 565%; cd 18)movement infusion (speed 565%; cd 18) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 565% 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. 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. |
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the duelist (regen 1050% over 10 turns; mana 52; cd 14) manasurge rune of the duelist (regen 1050% over 10 turns; mana 52; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1050% for 10 turns (71 total) and instantly restoring 52 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the warrior (absorb 43; cd 21) shatter afflictions rune of the warrior (absorb 43; cd 21)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 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 43 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 Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 260; dur 3; cd 17) shielding rune of the psychic (absorb 260; dur 3; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 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 260 damage for 3 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the titan (absorb 89; dur 3; cd 14) shielding rune of the titan (absorb 89; dur 3; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 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 89 damage for 3 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Arcstinger the copper amulet Arcstinger the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +10% light / +11% darkness Changes damage: +3% darkness Blindness immunity: +20% Mana when firing critical spell: +1.00 Damage Shield penetration: +30% Amulets can have magical properties. |
Chamidobar the steel amulet Chamidobar the steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +10 (+5 eff.) Defense: +25 (+13 eff.) Changes stats: +3 Con Changes damage: +6% physical Physical save: +14 (+7 eff.) Spell save: +11 (+6 eff.) Mental save: +13 (+4 eff.) Stamina each turn: +3.00 Only die when reaching: -40.00 life Amulets can have magical properties. |
Cloudmark the steel amulet Cloudmark the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Dex Changes resistances: +5% arcane / +12% acid Changes damage: +27% lightning Spell save: +15 (+8 eff.) Amulets can have magical properties. |
copper amulet of cunning (+2) copper amulet of cunning (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Cun Amulets can have magical properties. |
Magmapain MagmapainInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 2 acid Changes resistances: +22% lightning / +12% fire Changes resistances penetration: +10% darkness / +15% fire Changes damage: +11% lightning Rings can have magical properties. |
copper ring 'Ulogodir' copper ring 'Ulogodir'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +3 Str / +1 Dex Changes damage: +15% physical Critical mult.: +5.00% Rings can have magical properties. |
copper ring 'Viperparry' copper ring 'Viperparry'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 6 nature Changes resistances: +9% acid Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +7 (+2 eff.) Light radius: +1 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. Gunigrim the vined mindstar (5.5-6.05 power, 18 apr, nature damage)Gunigrim the vined mindstar (5.5-6.05 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% 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 resistances: +4% physical Talent granted: +1 Attune Mindstar Poison immunity: +10% Disease immunity: +20% Confusion immunity: +20% Maximum life: +60.00 Mindpower: +8 (+3 eff.) Mental crit. chance: +2% Healing mod.: +5% 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. |
Weepsting the elm vilestaff (10-12 power, 2 apr, fire element) Weepsting the elm vilestaff (10-12 power, 2 apr, fire element)Requires: - Magic 11 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Wil / +8 Con Changes resistances: +3% nature Changes damage: +10% fire Talent granted: +1 Command Staff Life regen: +0.70 Spellpower: +7 (+2 eff.) Spell crit. chance: +1% Light radius: +3 See invisible: +15 Healing mod.: +13% Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short ash starstaff of might (15-18 power, 3 apr, light element) magewarrior's short ash starstaff of might (15-18 power, 3 apr, light element)Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +6 (+3 eff.) Physical crit. chance: +6.0% Physical power: +6 (+3 eff.) Changes damage: +15% light Talent granted: +1 Command Staff Spellpower: +12 (+4 eff.) Spell crit. chance: +10% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. truestriking steel waraxe of enduring (11.5-16.1 power, 3 apr)truestriking steel waraxe of enduring (11.5-16.1 power, 3 apr) Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Accuracy: +5 (+3 eff.) Armour penetration: +8 Changes stats: +6 Con / +7 Wil Changes resistances penetration: +7% physical Maximum life: +35.00 One-handed war axes. |
Yvitira the rough leather belt Yvitira the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour penetration: +3 Defense: +10 (+5 eff.) Changes stats: +3 Dex / +2 Mag / +8 Cun / +6 Lck Trap disarming bonus: +5 Stealth bonus: +5 Maximum stamina: +20.00 Infravision radius: +3 A belt that goes around your waist. |
Chamesus the cashmere cloak (2 def, 0 armour) Chamesus the cashmere cloak (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +1 (+0 eff.) Defense: +2 (+1 eff.) Fatigue: -4% Changes resistances: +21% nature / +13% blight Physical save: +17 (+8 eff.) Spell save: +3 (+2 eff.) Mental save: +8 (+3 eff.) Life regen: +4.00 Only die when reaching: -50.00 life Healing mod.: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
linen cloak 'Glonor' (7 def, 0 armour) linen cloak 'Glonor' (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+4 eff.) Changes stats: +5 Cun / +1 Wil Changes resistances: +3% fire Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Infravision radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Fulytotir (0 def, 0 armour) Fulytotir (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour penetration: +1 Physical power: +15 (+7 eff.) Changes resistances: +16% nature / +7% all Changes damage: +11% nature Physical save: +3 (+1 eff.) Stamina each turn: +1.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+6 eff.) Damage when hit (Melee): 10 cold Changes resistances: +7% all / +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent masteries: +0.30 Spell / Water +0.30 Spell / Ice +0.30 Spell / Frost alchemy Spellpower: +5 (+1 eff.) Movement speed: +15% Talent on hit(spell): Water Jet (5% chance level 1). This deep blue robe flows and ripples as if pushed by an invisible tide. |
Xariba the Morbusmalice (0 def, 3 armour) Xariba the Morbusmalice (0 def, 3 armour)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 52% Changes stats: +3 Cun / +1 Wil Changes damage: +9% lightning / +3% nature Infravision radius: +2 A pair of boots made of leather. |
miner's pair of rough leather boots of tirelessness (0 def, 3 armour) miner's pair of rough leather boots of tirelessness (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Stamina each turn: +0.40 Maximum stamina: +10.00 Infravision radius: +1 A pair of boots made of leather. |
pair of rough leather boots (0 def, 1 armour) pair of rough leather boots (0 def, 1 armour)2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 A pair of boots made of leather. |
Lorylach (0 def, 5 armour) Lorylach (0 def, 5 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Armour penetration: +2 Physical power: +30 (+15 eff.) Armour: +5 Changes stats: +1 Mag Physical save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +22% Only die when reaching: -40.00 life Infravision radius: +3 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. |
hardened leather gloves of dexterity (+3) (0 def, 2 armour) hardened leather gloves of dexterity (+3) (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +13 (+7 eff.) Armour: +2 Changes stats: +3 Dex 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. |
rough leather gloves of strength (+2) (0 def, 1 armour) rough leather gloves of strength (+2) (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +1 Changes stats: +2 Str 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. |
Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 15 power out of 30/30) : Effective talent level: 1.0 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 38.96 to 116.87 lightning damage (77.91 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
grounding rough leather cap of the depths (0 def, 1 armour) grounding 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: +6% lightning / +5% temporal / +6% cold Allows you to breathe in: water A cap made of leather. |
cured leather armour 'Mayolaith' (6 def, 4 armour) cured leather armour 'Mayolaith' (6 def, 4 armour)Requires: - Strength 14 Infused by nature 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 (+3 eff.) Fatigue: +7% Changes stats: +1 Dex / +4 Wil / +4 Cun / +1 Con Changes resistances: +17% lightning / +2% physical Mental save: +11 (+4 eff.) Life regen: +2.00 Stamina each turn: +0.70 Only die when reaching: -20.00 life A suit of armour made of leather. |
hardened leather armour of the deep (9 def, 7 armour) hardened leather armour of the deep (9 def, 7 armour)Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +7 Defense: +9 (+5 eff.) Fatigue: +8% Changes resistances: +7% acid / +7% cold Allows you to breathe in: water A suit of armour made of leather. |
3 agate 3 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
230 alchemist agate 230 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal 2 opal0.00 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. |
3 topaz 3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe 'Darkwrack' (dig speed 38 turns) iron pickaxe 'Darkwrack' (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +15 (+8 eff.) Armour: +4 Defense: +15 (+8 eff.) Changes stats: +7 Str / +4 Dex / +2 Con Changes resistances penetration: +5% darkness Changes damage: +6% darkness Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 spinel 5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
scorching brass lantern scorching brass lanternPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 11 fire Changes resistances: +5% fire 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. |
Imp Claw Imp ClawPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 9 power out of 9/9) : Effective talent level: 2.6 Power cost: 9 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 191.28 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
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. |
Gloryrin the elm totem of thorny skin [power 15] (20 cooldown) Gloryrin the elm totem of thorny skin [power 15] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Armour: +2 Effects on melee hit: * 10% chance to reduce all saves and defense by 25 Changes resistances: +6% darkness Silence immunity: +20% Only die when reaching: -20.00 life It can be used to harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30% Activation puts all charms on cooldown for 20 turns. When used: * Increase all damage penetration by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
2 amethyst 2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
5 ametrine 5 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. |
9 citrine 9 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. |
9 zircon 9 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 Charlie Brown the Skeleton Archmage level 10
3rd Flare 122nd year of Ascendancy at 14:58 see stats
By Charlie Brown the Skeleton Archmage level 22
50th Dusk 122nd year of Ascendancy at 21:38 see stats
By Charlie Brown the Skeleton Archmage level 10
3rd Flare 122nd year of Ascendancy at 14:57 see stats
By Charlie Brown the Skeleton Archmage level 20
39th Dusk 122nd year of Ascendancy at 12:24 see stats
By Charlie Brown the Skeleton Archmage level 9
8th Mirth 122nd year of Ascendancy at 16:49 see stats
By Charlie Brown the Skeleton Archmage level 21
47th Dusk 122nd year of Ascendancy at 00:29 see stats
By Charlie Brown the Skeleton Archmage level 14
8th Dusk 122nd year of Ascendancy at 23:12 see stats
Log
Charlie Brown the level 23 skeleton archmage was swiped to death by Horned Horror and revived as a mindless horror on level 4 of The Maze.
You have 2 life(s) left.
Charlie Brown deactivates Tempest.
The fabric of time around Charlie Brown returns to normal.
Charlie Brown stops surging mana.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Horned Horror killed Charlie Brown!
Saving game...
Resting starts...
Talent Lightning is ready to use.
Talent Shock is ready to use.
Talent Rune: Shielding is ready to use.
Talent Chain Lightning is ready to use.
Talent Temporal Shield is ready to use.
Talent Phase Door is ready to use.
Talent Rune: Manasurge is ready to use.
Talent Re-assemble is ready to use.
Talent Feather Wind is ready to use.
Talent Bone Armour is ready to use.
Talent Shielding is ready to use.
Talent Thunderstorm is ready to use.
Talent Disruption Shield is ready to use.
Talent Aegis is ready to use.
Talent Arcane Shield is ready to use.
Talent Hurricane is ready to use.
Talent Tempest is ready to use.
Rested for 30 turns (stop reason: all resources and life at maximum).
Saving done.