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 | Insane Roguelike |
Sex | Male |
Race | Shalore |
Class | Skirmisher |
Level / Exp | 24 / 41% |
Size | medium |
Lifes / Deaths | Killed by Xanovena the worm that walks at level 24 on the 71st Dusk 122nd year of Ascendancy at 10:03 / 1 |
Primary Stats
Strength | 17 (base 12) |
Dexterity | 55 (base 38) |
Constitution | 16 (base 10) |
Magic | 38 (base 32) |
Willpower | 22 (base 11) |
Cunning | 44 (base 38) |
Resources
Life | -83/601 |
Stamina | 86/216 |
Healing Factor | 1.1645771506545 |
Regeneration | 7.2786071915906 |
Speed
Mental | -1.1102230246252E-14% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 5 |
See Stealth | 42.634550475236 |
See Invisible | 42.634550475236 |
Offense: Mainhand
Damage | 94 |
Accuracy | 57 |
Crit Chance | 32% |
APR | 15 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 29 |
Crit Chance | 18% |
Speed | 1 |
Offense: Mind
Mindpower | 40 |
Crit Chance | 18% |
Speed | 1 |
Offense: Damage Bonus
Mind | +12% |
Acid | +9% |
Light | +9% |
Darkness | +6% |
Cold | +12% |
Physical | +17% |
Fire | +9% |
All | 0% |
Defense: Base
Armour (hardiness) | 37 (48.594633868923%) |
Defense | 54 |
Ranged Defense | 54 |
Fatigue | 0 |
Physical Save | 39 |
Spell Save | 24 |
Mental Save | 42 |
Defense: Resistances
Acid | + 40%( 70%) |
Blight | + 24%( 70%) |
Arcane | + 5%( 70%) |
Cold | + 16%( 70%) |
All | 0%( 70%) |
Lightning | + 18%( 70%) |
Light | + 24%( 70%) |
Temporal | + 12%( 70%) |
Physical | + 14%( 70%) |
Mind | + 18%( 70%) |
Fire | + 24%( 70%) |
Nature | + 17%( 70%) |
Defense: Immunities
Disarm Resistance | 20% |
Stun Resistance | 22% |
Pinning Resistance | 23% |
Instadeath Resistance | 100% |
Knockback Resistance | 22% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 409 damage for 6 turns. Its effects scale with your Constitution stat. |
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 36 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 Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 133 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 30% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Class Talents
Cunning / Poisons | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Cunning / Called Shots | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Buckler Training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You failed to protect the injured seer from death by Ce'Nuwen the minotaur. Escort: injured seer (level 1 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved Dexterity 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * 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 |
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. * 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 |
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 within3 lumberjacks have died. | done |
Equipment
On feet | Betabretha (0 def, 7 armour) Betabretha (0 def, 7 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +7 Fatigue: -5% Changes stats: +2 Cun / +1 Con Changes resistances: +9% acid / +6% temporal Changes damage: +9% acid Maximum encumbrance: +21 Physical save: +20 (+7 eff.) Mental save: +12 (+4 eff.) Infravision radius: +1 A pair of boots made of leather. |
Quiver | Wind Worn Shot (10/25, 39-47 power, 15 apr) Wind Worn Shot (10/25, 39-47 power, 15 apr)Requires: - Dexterity 28 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 39.0 - 46.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Capacity: 25 When this weapon hits: Tornado (10% chance level 2). On weapon hit: * 35% chance for lightning to arc to a second target Travel speed: +100% These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
Light source | Porudhewyn the brass lantern Porudhewyn the brass lanternInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical power: +20 (+7 eff.) Changes stats: +3 Wil Changes damage: +6% mind / +6% physical Critical mult.: +20.00% Mental save: +7 (+2 eff.) Light radius: +3 See stealth: +7 See invisible: +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Urthilesus (1 def, 2 armour) Urthilesus (1 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Changes stats: +3 Wil Changes resistances: +9% lightning / +12% fire / +3% mind / +3% light Physical save: +6 (+2 eff.) Maximum life: +20.00 A pointy cloth hat, very wizardly... |
On hands | Arolle (0 def, 2 armour) Arolle (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +12 (+3 eff.) Armour: +2 Changes stats: +4 Dex / +4 Mag Changes resistances: +6% mind / +12% light / +5% arcane Physical save: +3 (+1 eff.) Maximum life: +40.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Betissra (dig speed 19 turns) Betissra (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Changes stats: +2 Str / +3 Cun / +2 Con Changes damage: +3% mind / +3% physical Maximum life: +21.00 Maximum stamina: +17.00 Mindpower: +5 (+2 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | steel ring 'Morningire' steel ring 'Morningire'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str / +3 Con Changes resistances: +3% light Changes damage: +12% cold Physical save: +6 (+2 eff.) Stun/Freeze immunity: +22% Life regen: +2.00 Light radius: +1 Rings make your fingers look great! |
On fingers | savior's copper ring of tenacity savior's copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +6 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +20% Pinning immunity: +23% Knockback immunity: +22% Maximum life: +21.00 Rings make your fingers look great! |
Around neck | Brenilelin BrenilelinCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +2 Fatigue: -5% Changes resistances: +9% blight / +6% acid Mental save: +18 (+6 eff.) Disease immunity: +20% Life regen: +2.00 Maximum life: +80.00 Amulets make your neck look great! |
In main hand | Ulogar the Doursever Ulogar the DourseverRequires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 2 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 Damage (Ranged): +4 darkness / +7 fire When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +2 Str Changes resistances: +9% mind Changes damage: +6% darkness / +9% fire / +3% mind / +8% physical Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Slings are used to hurl stones or metal shots at your foes. |
Around waist | Brodisin BrodisinInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +2 Defense: +5 (+2 eff.) Damage when hit (Melee): 4 physical Changes resistances: +2% physical Physical save: +6 (+2 eff.) Only die when reaching: -40.00 life Mindpower: +3 (+1 eff.) A belt that goes around your waist. |
In off hand | iron shield 'Toxinwire' (0 def, 2 armour, 8-9 power, 16 block) iron shield 'Toxinwire' (0 def, 2 armour, 8-9 power, 16 block)Requires: - Shield usage training - Cunning 11 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 7.5 - 9.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +16 On weapon hit: * 20 arcane resource burn Damage (Melee): +11 cold When wielded/worn: Armour: +2 Fatigue: +8% Effects on melee hit: * 10% chance to slow global speed by 53% On shield block: * Deals 139 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Changes stats: +2 Wil Changes resistances: +6% temporal / +11% cold / +6% nature / +6% light Talent granted: +1 Block Handheld deflection devices. |
Cloak | Thunderglean the linen cloak (21 def, 0 armour) Thunderglean the linen cloak (21 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Defense: +21 (+7 eff.) Changes stats: +2 Dex Changes resistances: +12% blight / +11% nature / +9% lightning Critical mult.: +5.00% Life regen: +2.00 Equilibrium when hit: +0.04 Mindpower: +20 (+7 eff.) Healing mod.: +11% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Morningpeal the cured leather armour (6 def, 11 armour) Morningpeal the cured leather armour (6 def, 11 armour)Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +11 Defense: +6 (+2 eff.) Fatigue: +7% Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 17 Damage (Melee): 6 fire Damage (Ranged): 6 fire Changes resistances: +25% acid / +12% physical / +3% blight / +5% cold / +12% fire Changes damage: +9% light Allows you to breathe in: water Light radius: +2 A suit of armour made of leather. |
Inventory
Primal Infusion (affinity 12%; reduction 2; dur 4; cd 18) Primal Infusion (affinity 12%; reduction 2; 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 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 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 warrior (heal 88; cd 10)healing infusion of the warrior (heal 88; cd 10) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 88 then cleanse 1 wound, poison, and disease effect. 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. |
Daneth's Neckguard Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Changes resistances: +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
The Black Core The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
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... |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 11.53 cold and 12.04 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 39 power out of 60/60. This azure ring seems to be always moist to the touch. |
steel ring 'Forestpierce' steel ring 'Forestpierce'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +5 Cun Changes resistances: +18% acid / +3% physical / +6% nature Changes resistances penetration: +10% nature Reduces incoming crit damage: 15.00% Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. thought-forged steel greatsword of enduring (25-40 power, 2 apr)thought-forged steel greatsword of enduring (25-40 power, 2 apr) Requires: - Strength 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 25.0 - 40.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 19% chance to reduce all saves and defense by 26 Damage (Melee): +13 mind When wielded/worn: Changes stats: +13 Wil / +5 Cun / +10 Con Maximum life: +26.00 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. nature's thorny mindstar of flames (8-9 power, 24 apr, mind damage)nature's thorny mindstar of flames (8-9 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 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 fire Changes resistances: +4% blight / +4% fire Changes resistances penetration: +6% fire Changes damage: +4% nature / +5% fire Talent granted: +1 Attune Mindstar Disease immunity: +13% Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Global speed: +4% 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. |
This item will automatically be transmogrified when you leave the level. cured leather sling 'Quenchtooth'cured leather sling 'Quenchtooth' Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 2 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 On weapon hit: * 10% chance to reduce armor by 26% Damage (Ranged): +9 acid Damage (radius 1) on hit: +20 acid When wielded/worn: Effects on ranged hit: * 20% chance to reduce armor by 26% Changes resistances: +5% arcane Changes damage: +12% acid / +6% cold Slings are used to hurl stones or metal shots at your foes. |
Robe of Force (12 def, 8 armour) Robe of Force (12 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+4 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical / +9% all Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+3 eff.) Mindpower: +8 (+3 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 34.63 to 43.29 physical damage (based on Willpower and Cunning) with knockback Activation costs 7 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour) Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. Oddly it never produces a hat. When wielded/worn: Armour: +3 Defense: +9 (+3 eff.) Damage when hit (Melee): 20 physical / 10 temporal Changes stats: +5 Mag / +3 Wil Changes resistances: +10% temporal / +10% physical / +13% all Changes resistances penetration: +20% temporal / +20% physical Changes damage: +20% temporal / +20% physical Spellpower: +23 (+11 eff.) It can be used to activate talent Temporal Reprieve (costing 33 power out of 50/50) : Effective talent level: 1.0 Power cost: 33 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
The Black Boots (2 def, 1 armour) The Black Boots (2 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +4 Cun Stealth bonus: +10 Shadow Power: +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
This item will automatically be transmogrified when you leave the level. insulating pair of dwarven-steel boots of speed (0 def, 4 armour)insulating pair of dwarven-steel boots of speed (0 def, 4 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes resistances: +7% fire / +7% cold Movement speed: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. pair of dwarven-steel boots 'Glitterhash' (9 def, 4 armour)pair of dwarven-steel boots 'Glitterhash' (9 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +9 (+3 eff.) Fatigue: +3% Damage when hit (Melee): 6 nature Changes resistances: +12% fire Changes resistances penetration: +10% light / +20% fire Changes damage: +15% light Light radius: +2 Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 20 cooldown : Effective talent level: 3.9 Power cost: 20 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 31% chance to evade melee and ranged attacks and 29 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. undeterred pair of dwarven-steel boots of phasing (0 def, 4 armour)undeterred pair of dwarven-steel boots of phasing (0 def, 4 armour) Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +2 Mag / +3 Wil Silence immunity: +28% Confusion immunity: +20% Stun/Freeze immunity: +31% It can be used to blink to a nearby random location (rad 7) Activation puts all charms on cooldown for 17 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Adylaith the hardened leather gloves (0 def, 2 armour) Adylaith the hardened leather gloves (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Armour: +2 Effects on melee hit: * 20% chance to reduce all saves and defense by 26 Changes resistances: +6% lightning / +9% temporal / +6% darkness / +9% blight / +6% cold Changes resistances penetration: +5% mind Physical save: +5 (+2 eff.) Mental save: +7 (+2 eff.) Disarm immunity: +28% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. Scorpionkarma the dwarven-steel helm (0 def, 4 armour)Scorpionkarma the dwarven-steel helm (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% Effects on melee hit: * 20% chance to slow global speed by 53% Damage when hit (Melee): 4 nature Changes resistances: +7% lightning / +8% temporal Changes resistances penetration: +10% blight Changes damage: +12% blight / +24% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
9 agate 9 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. |
332 alchemist agate 332 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. |
2 aquamarine 2 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. |
4 opal 4 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 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 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. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 52 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
11 spinel 11 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 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Glulrariann the Rimewind Glulrariann the RimewindInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +6 Changes resistances: +3% cold / +5% arcane / +3% mind Changes resistances penetration: +20% cold Life regen: +2.00 Maximum life: +42.00 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. |
This item will automatically be transmogrified when you leave the level. Silubrenne the alchemist's lampSilubrenne the alchemist's lamp Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +15 (+5 eff.) Effects on melee hit: * 20% chance to reduce armor by 26% Changes stats: +2 Str / +2 Dex Changes damage: +3% temporal Physical save: +9 (+3 eff.) Light radius: +4 Healing mod.: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A normal brass lantern, enhanced by alchemy to make it brighter. |
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. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 20 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (3/3) Rod of Recall (3/3)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 131 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. |
This item will automatically be transmogrified when you leave the level. deadly pouch of dwarven-steel shots of grasping (15/15, 42-50 power, 3 apr)deadly pouch of dwarven-steel shots of grasping (15/15, 42-50 power, 3 apr) Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 41.5 - 49.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 15 On weapon hit: * 20% chance to create vines that bind the target to the ground dealing 162 nature damage and pinning them for 3 turns Shots are used with slings to pummel your foes to death. |
Kulach the steel torque of gale force [power 150] (10 cooldown) Kulach the steel torque of gale force [power 150] (10 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +2 Cun / +2 Str Critical mult.: +5.00% Maximum stamina: +20.00 It can be used to project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 176 physical damage Activation puts all charms on cooldown for 10 turns. When used: * Reduce fatigue by 25% for 2 turns. * Heal for 34. Torques are made by powerful psionics to store psionic powers. |
yew totem of summon tentacle 'Erelostir' [power 220] (17 cooldown) yew totem of summon tentacle 'Erelostir' [power 220] (17 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +1 Changes stats: +2 Dex Changes resistances penetration: +20% physical It can be used to summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 440 Base Damage: 273 Armor: 7 All Resist: 0 Activation puts all charms on cooldown for 17 turns. Natural totems are made by powerful wilders to store nature power. |
6 amethyst 6 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. |
8 ametrine 8 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. |
7 citrine 7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon 3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By coagulated diarrhea the Shalore Skirmisher level 10
1st Dusk 122nd year of Ascendancy at 11:26 see stats
By coagulated diarrhea the Shalore Skirmisher level 22
67th Dusk 122nd year of Ascendancy at 09:23 see stats
By coagulated diarrhea the Shalore Skirmisher level 10
10th Mirth 122nd year of Ascendancy at 03:12 see stats
By coagulated diarrhea the Shalore Skirmisher level 20
44th Dusk 122nd year of Ascendancy at 01:46 see stats
By coagulated diarrhea the Shalore Skirmisher level 21
45th Dusk 122nd year of Ascendancy at 11:43 see stats
By coagulated diarrhea the Shalore Skirmisher level 9
9th Mirth 122nd year of Ascendancy at 09:56 see stats
By coagulated diarrhea the Shalore Skirmisher level 22
67th Dusk 122nd year of Ascendancy at 10:16 see stats
By coagulated diarrhea the Shalore Skirmisher level 5
1st Mirth 122nd year of Ascendancy at 14:16 see stats
By coagulated diarrhea the Shalore Skirmisher level 21
46th Dusk 122nd year of Ascendancy at 16:13 see stats
By coagulated diarrhea the Shalore Skirmisher level 15
26th Dusk 122nd year of Ascendancy at 11:22 see stats
Log
Talent Hurricane Shot is ready to use.
Worm Rot from Xanovena the worm that walks hits coagulated diarrhea for (16 blocked), (5 flat reduction), 0 blight, (13 blocked), 0 acid (0 total damage).
Epidemic from Xanovena the worm that walks hits coagulated diarrhea for (16 blocked), (18 flat reduction), 0 blight (0 total damage).
coagulated diarrhea hits Xanovena the worm that walks for (69 deflected), 70 cold (70 total damage).
coagulated diarrhea hits Shadow for 132 cold damage.
coagulated diarrhea killed Shadow!
Deadly Poison from Coagulated diarrhea hits Adelrama the netherworm mass for 16 nature damage.
Bleeding from Coagulated diarrhea hits Adelrama the netherworm mass for 14 physical damage.
Coagulated diarrhea uses Kneecapper.
Xanovena the worm that walks casts Drain.
The diseases of Xanovena the worm that walks spread!
Xanovena the worm that walks hits coagulated diarrhea for (24 flat reduction), 86 blight (86 total damage).
Coagulated diarrhea feels pain again.
Worm Rot from Xanovena the worm that walks hits coagulated diarrhea for (21 flat reduction), 0 blight, (13 flat reduction), 0 acid (0 total damage).
Epidemic from Xanovena the worm that walks hits coagulated diarrhea for (24 flat reduction), 5 blight (5 total damage).
Noggin Knocker is still on cooldown for 2 turns.
Coagulated diarrhea shoots!
Adelrama the netherworm mass slows down.
Adelrama the netherworm mass is not stunned anymore.
Deadly Poison from Coagulated diarrhea hits Adelrama the netherworm mass for 16 nature damage.
Bleeding from Coagulated diarrhea hits Adelrama the netherworm mass for 14 physical damage.
Xanovena the worm that walks uses Willful Strike.
Xanovena the worm that walks's mind surges with critical power!
Coagulated diarrhea is recovering from the damage!
Xanovena the worm that walks hits coagulated diarrhea for (24 flat reduction), 396 physical (396 total damage).
coagulated diarrhea the level 24 shalore skirmisher was crushed to death by Xanovena the worm that walks on level 3 of Lake of Nur.
A carrion worm mass bursts out of Coagulated diarrhea!
Coagulated diarrhea is free from the worm rot.