Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.0Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Cornac |
Class | Necromancer |
Level / Exp | 24 / 66% |
Size | medium |
Lifes / Deaths | Killed by Thomiel the thalore at level 24 on the 67th Dusk 122nd year of Ascendancy at 22:17 / 1 |
Primary Stats
Strength | 16 (base 10) |
Dexterity | 23 (base 10) |
Constitution | 59 (base 41) |
Magic | 63 (base 53) |
Willpower | 18 (base 13) |
Cunning | 17 (base 11) |
Resources
Life | -711/483 |
Mana | 308/322 |
Soul | 8/14 |
Healing Factor | 1.5551133323992 |
Regeneration | 12.674173659054 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
See Stealth | 6 |
See Invisible | 16 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 28 |
Accuracy | 17 |
Crit Chance | 31% |
APR | 13 |
Speed | 1.00 |
Offense: Spell
Spellpower | 54 |
Crit Chance | 33% |
Speed | 1 |
Offense: Mind
Mindpower | 22 |
Crit Chance | 30% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +20% |
Nature | +22% |
Blight | +6% |
Arcane | +18% |
Cold | +6% |
All | 0% |
Offense: Damage Penetration
Cold | +5% |
Arcane | +10% |
Defense: Base
Armour (hardiness) | 10 (30%) |
Defense | 11 |
Ranged Defense | 11 |
Fatigue | 11 |
Physical Save | 27 |
Spell Save | 24 |
Mental Save | 25 |
Defense: Resistances
Darkness | + 44%( 70%) |
Lightning | + 45%( 70%) |
Nature | + 50%( 70%) |
Temporal | + 49%( 70%) |
Blight | + 39%( 70%) |
Arcane | + 38%( 70%) |
Cold | + 37%( 70%) |
All | + 35%( 70%) |
Defense: Immunities
Disarm Resistance | 24% |
Bleed Resistance | 10% |
Confusion Resistance | 12% |
Instadeath Resistance | 100% |
Pinning Resistance | 22% |
Poison Resistance | 32% |
Knockback Resistance | 25% |
Inscriptions (3/3)
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 28 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: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 121 damage for 3 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 96 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 Magic stat. |
Class Talents
Spell / Glacial waste | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master of flesh | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Spell / Nightfall | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Dreadmaster | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Death | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master of bones | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Animus | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Spectre | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Stone alchemy | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 4/5 |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You failed to protect the lone alchemist from death by Aeridhemira the orc cryomancer. Escort: lone alchemist (level 1 of Daikara) | failed |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved Constitution by +5. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * Yiilkgur the Sher'tul Fortress is a suitable location. * Your lair must amass enough energy to use in your rebirth (40 energy). | active |
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 have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 Possessed. | done |
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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 27. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed skeleton mage skull. * You've found the needed bear paw. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed snow giant kidney. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed vial of squid ink. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed wretchling eyeball. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 |
Equipment
On feet | pair of iron boots 'Xeratta' (0 def, 3 armour) pair of iron boots 'Xeratta' (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +6% lightning / +6% temporal / +3% cold Poison immunity: +10% Cut immunity: +10% Only die when reaching: -40.00 life Maximum life: +60.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | brass lantern 'Tempestidol' brass lantern 'Tempestidol'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Dex / +1 Wil Changes resistances: +9% lightning Changes damage: +9% arcane Mental save: +6 (+3 eff.) Maximum vim: +10.00 Spellpower: +15 (+5 eff.) Light radius: +3 See stealth: +6 See invisible: +10 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 | Galuntir (0 def, 4 armour) =9dex= Galuntir (0 def, 4 armour) =9dex=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +2 Physical power: +5 (+3 eff.) Armour: +4 Fatigue: +4% Changes stats: +9 Dex / +2 Con Critical mult.: +5.00% Only die when reaching: -60.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | yew wand of shielding 'Iceborn' [power 296] (12/20 cooldown) yew wand of shielding 'Iceborn' [power 296] (12/20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 41% Changes resistances: +5% arcane Changes resistances penetration: +5% cold Life regen: +4.00 Only die when reaching: -80.00 life It can be used to create a shield absorbing up to 296 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | copper ring 'Floesmasher' copper ring 'Floesmasher'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Str / +4 Mag / +6 Con Changes resistances penetration: +10% arcane Changes damage: +6% cold Disarm immunity: +24% Pinning immunity: +22% Knockback immunity: +25% Maximum life: +23.00 Rings make your fingers look great! |
On fingers | steel ring 'Yviseyarin' =spells= steel ring 'Yviseyarin' =spells=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 26 Changes stats: +2 Mag Changes resistances: +24% nature Changes damage: +6% blight / +12% nature / +9% arcane Critical mult.: +15.00% Spellpower on spell critical (stacks up to 3 times): +6 Rings make your fingers look great! |
Around waist | Beredehad BeredehadInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 2 arcane Changes stats: +1 Wil / +2 Mag Life regen: +1.00 Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +5 (+2 eff.) Healing mod.: +11% A belt that goes around your waist. |
In main hand | infernal yew vilestaff of channeling (20-24 power, 4 apr, darkness element) infernal yew vilestaff of channeling (20-24 power, 4 apr, darkness element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. 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: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage (Melee): 21 fire Changes damage: +20% darkness Talent granted: +1 Command Staff Critical mult.: +19.00% Mana each turn: +0.18 Spellpower: +21 (+7 eff.) Spell crit. chance: +3% See invisible: +6 It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
On hands | Mardogund (0 def, 3 armour) =omg= Mardogund (0 def, 3 armour) =omg=Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +25.0% Armour: +3 Fatigue: +5% Changes stats: +3 Str / +3 Dex / +1 Wil / +6 Cun Talent cooldown: Double Strike (-1 turn) Critical mult.: +29.00% Physical save: +8 (+4 eff.) Mental save: +6 (+3 eff.) Psi when hit: +0.08 Spell crit. chance: +21% Mental crit. chance: +27% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | verdant cashmere robe of life (0 def, 0 armour) =5con= verdant cashmere robe of life (0 def, 0 armour) =5con=Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +5 Con Changes resistances: +6% blight / +11% all Changes damage: +10% nature Poison immunity: +22% Disease immunity: +23% Life regen: +2.90 Maximum life: +55.00 Healing mod.: +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | resilient cashmere cloak of the voidstalker (2 def, 0 armour) resilient cashmere cloak of the voidstalker (2 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Changes resistances: +14% darkness / +16% temporal Maximum life: +40.00 Defense after a teleport: +12 Resist all after a teleport: +12% New effects duration reduction after a teleport: +19% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | mindweaver's steel amulet of manastreaming mindweaver's steel amulet of manastreamingPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Wil / +2 Mag Mental save: +7 (+4 eff.) Confusion immunity: +12% Mana each turn: +0.16 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +21.00 Mindpower: +6 (+3 eff.) Amulets make your neck look great! |
Inventory
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 (+3 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... |
copper amulet of mastery (0.11 Spell / Glacial waste) copper amulet of mastery (0.11 Spell / Glacial waste)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Talent mastery: +0.11 Spell / Glacial waste Amulets make your neck look great! |
gladiator's steel ring of pilfering =4str= gladiator's steel ring of pilfering =4str=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+4 eff.) Armour penetration: +7 Physical power: +5 (+3 eff.) Defense: +9 (+9 eff.) Changes stats: +4 Str / +5 Con It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 117% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
gold ring 'Duvumas' =4dex= gold ring 'Duvumas' =4dex=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +10 (+9 eff.) Changes stats: +4 Dex Changes resistances: +42% cold Changes damage: +12% cold Stamina each turn: +3.00 Rings make your fingers look great! |
marksman's copper ring of sensing =3dex= marksman's copper ring of sensing =3dex=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Changes stats: +3 Dex Blindness immunity: +21% Infravision radius: +3 See stealth: +6 See invisible: +7 Rings make your fingers look great! |
mule's steel ring of power mule's steel ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+3 eff.) Fatigue: -5% Maximum encumbrance: +23 Spellpower: +6 (+2 eff.) Mindpower: +6 (+3 eff.) Rings make your fingers look great! |
warrior's steel ring of lightning (+24%) =2str= warrior's steel ring of lightning (+24%) =2str=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +24% lightning Changes damage: +12% lightning Rings make your fingers look great! |
rough leather belt 'Magmavile' =4dex= rough leather belt 'Magmavile' =4dex=Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 6 fire Changes stats: +3 Cun / +4 Dex Reduces incoming crit damage: 15.00% Maximum life: +34.00 A belt that goes around your waist. |
Emelonn (1 def, 6 armour) =20cm= Emelonn (1 def, 6 armour) =20cm=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Armour: +6 Defense: +1 (+1 eff.) Damage when hit (Melee): 2 physical Changes stats: +2 Str Changes resistances: +11% cold Critical mult.: +20.00% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled linen cloak of the voidstalker (1 def, 0 armour) spellcowled linen cloak of the voidstalker (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Mag / +1 Wil Changes resistances: +11% darkness / +12% temporal Spell save: +6 (+3 eff.) Maximum mana: +44.00 Defense after a teleport: +12 Resist all after a teleport: +11% New effects duration reduction after a teleport: +12% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Isilaith the Dourspitter (0 def, 0 armour) =spells= Isilaith the Dourspitter (0 def, 0 armour) =spells=Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) * 10% chance to reduce damage dealt by 13% Changes resistances: +6% blight / +6% temporal / +9% all Changes resistances penetration: +5% temporal Changes damage: +12% darkness Mana each turn: +0.20 Maximum mana: +50.00 Spellpower: +18 (+6 eff.) Spell crit. chance: +7% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Xoreba (0 def, 0 armour) =7con= Xoreba (0 def, 0 armour) =7con=Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 15 Changes stats: +1 Str / +2 Wil / +7 Con Changes resistances: +3% acid / +12% mind / +7% all Changes damage: +18% mind A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Frost Treads (1 def, 4 armour) =4strcun= Frost Treads (1 def, 4 armour) =4strcun=Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Cun / +4 Wil Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
rough leather gloves of dexterity (+3) (0 def, 1 armour) =3dex= rough leather gloves of dexterity (+3) (0 def, 1 armour) =3dex=Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+5 eff.) Armour: +1 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) =2str= rough leather gloves of strength (+2) (0 def, 1 armour) =2str=Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+3 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. |
Glitterwalker (2 def, 8 armour) =10cm= Glitterwalker (2 def, 8 armour) =10cm=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +8 Defense: +2 (+2 eff.) Damage when hit (Melee): 4 physical Changes resistances: +3% light / +13% physical Changes resistances penetration: +15% physical Changes damage: +13% physical Critical mult.: +10.00% Light radius: +3 A pointy cloth hat, very wizardly... |
Prismprophet (1 def, 2 armour) =3cun= Prismprophet (1 def, 2 armour) =3cun=Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Changes stats: +3 Cun Changes resistances: +9% nature / +2% physical Changes damage: +6% light Mental save: +7 (+4 eff.) Light radius: +3 A pointy cloth hat, very wizardly... |
Ulorim the hardened leather cap (0 def, 3 armour) =6con= Ulorim the hardened leather cap (0 def, 3 armour) =6con=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 20% chance to reduce all saves and defense by 15 Changes stats: +1 Mag / +6 Con Changes resistances penetration: +15% mind Changes damage: +9% mind Light radius: +3 A cap made of leather. |
cashmere wizard hat of knowledge (2 def, 0 armour) =4cun= cashmere wizard hat of knowledge (2 def, 0 armour) =4cun=Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Changes stats: +4 Cun / +5 Wil Mindpower: +5 (+3 eff.) A pointy cloth hat, very wizardly... |
cleansing iron helm of the depths (0 def, 3 armour) =water= cleansing iron helm of the depths (0 def, 3 armour) =water=Requires: - Heavy armour training Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +6% blight / +5% cold / +6% nature Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Huresin' (0 def, 1 armour) =4str= rough leather cap 'Huresin' (0 def, 1 armour) =4str=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +4 (+2 eff.) Armour: +1 Fatigue: +1% Changes stats: +4 Str / +1 Mag / +3 Con Changes resistances: +3% mind Reduces incoming crit damage: 10.00% Mental save: +6 (+3 eff.) Light radius: +1 See invisible: +6 A cap made of leather. |
rough leather cap of knowledge (0 def, 1 armour) =3cun= rough leather cap of knowledge (0 def, 1 armour) =3cun=Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Cun / +2 Wil Mindpower: +3 (+2 eff.) A cap made of leather. |
Betathra the cured leather armour (11 def, 4 armour) =5strdex= Betathra the cured leather armour (11 def, 4 armour) =5strdex=Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +11 (+10 eff.) Fatigue: +7% Changes stats: +5 Str / +5 Dex Changes resistances penetration: +10% arcane Physical save: +10 (+5 eff.) Mana each turn: +0.08 Maximum psi: +50.00 Spell crit. chance: +2% Mindpower: +10 (+5 eff.) A suit of armour made of leather. |
Drukor (3 def, 2 armour) =7mag= Drukor (3 def, 2 armour) =7mag=Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+3 eff.) Fatigue: +6% Changes stats: +7 Mag Changes resistances: +6% acid / +3% cold / +3% light Changes damage: +3% mind Life regen: +3.00 Maximum life: +30.00 Healing mod.: +10% A suit of armour made of leather. |
agate 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 When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 onyx 2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
20 aquamarine 20 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 When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli 4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+6 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+6 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
19 opal 19 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 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz 4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Layorera (dig speed 37 turns) =4str= Layorera (dig speed 37 turns) =4str=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +15 (+8 eff.) Armour penetration: +3 Armour: +6 Fatigue: -4% Changes stats: +4 Str Changes damage: +3% physical When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
crystalomancer's dwarven-steel pickaxe (dig speed 30 turns) =magcrit= crystalomancer's dwarven-steel pickaxe (dig speed 30 turns) =magcrit=Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str / +3 Mag Maximum mana: +25.00 Spell crit. chance: +5% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
5 emerald 5 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +2 Infravision radius: +7 It can be used to cleanse your mind of up to 5 (based on Magic) detrimental mental effects Activation costs 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
alchemist's lamp 'Polabeth' =4con= alchemist's lamp 'Polabeth' =4con=Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 15 Changes stats: +3 Cun / +4 Con Light radius: +9 Infravision radius: +3 See invisible: +9 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern 'Daimorain' brass lantern 'Daimorain'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +12 Changes damage: +6% mind Physical save: +3 (+1 eff.) Mental save: +12 (+6 eff.) Maximum life: +124.00 Light radius: +3 Healing mod.: +10% 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. |
nightwalker's brass lantern =11cm= nightwalker's brass lantern =11cm=Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Physical power: +6 (+3 eff.) Changes stats: +4 Wil Critical mult.: +11.00% 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. |
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 (+5 eff.) Mindpower: +5 (+3 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 6 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. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+5 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
14 amethyst 14 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% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
elm wand of conjuration 'Durilathalarath' [power 110] (12/15 cooldown) =5cun= elm wand of conjuration 'Durilathalarath' [power 110] (12/15 cooldown) =5cun=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes stats: +3 Mag / +5 Cun / +4 Con Maximum wards: +3 blight / +3 light / +3 arcane / +3 nature Talent granted: +1 Ward Reduces incoming crit damage: 15.00% Light radius: +2 It can be used to fire a magical bolt dealing 110 lightning damage Activation puts all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine 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 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Ogaboga the Cornac Necromancer level 22
48th Dusk 122nd year of Ascendancy at 07:57 see stats
By Ogaboga the Cornac Necromancer level 22
56th Dusk 122nd year of Ascendancy at 20:45 see stats
By Ogaboga the Cornac Necromancer level 24
60th Dusk 122nd year of Ascendancy at 07:41 see stats
By Ogaboga the Cornac Necromancer level 18
36th Dusk 122nd year of Ascendancy at 11:20 see stats
By Ogaboga the Cornac Necromancer level 22
48th Dusk 122nd year of Ascendancy at 07:04 see stats
By Ogaboga the Cornac Necromancer level 10
3rd Mirth 122nd year of Ascendancy at 15:52 see stats
By Ogaboga the Cornac Necromancer level 20
41st Dusk 122nd year of Ascendancy at 05:46 see stats
By Ogaboga the Cornac Necromancer level 24
67th Dusk 122nd year of Ascendancy at 22:08 see stats
By Ogaboga the Cornac Necromancer level 7
78th Pyre 122nd year of Ascendancy at 23:45 see stats
By Ogaboga the Cornac Necromancer level 22
48th Dusk 122nd year of Ascendancy at 07:57 see stats
By Ogaboga the Cornac Necromancer level 10
5th Mirth 122nd year of Ascendancy at 06:30 see stats
By Ogaboga the Cornac Necromancer level 24
60th Dusk 122nd year of Ascendancy at 13:46 see stats
By Ogaboga the Cornac Necromancer level 18
36th Dusk 122nd year of Ascendancy at 14:44 see stats
Log
Paspia the Halfling's mucus ooze uses Slime Spit.
Paspia the Halfling's mucus ooze hits Ogaboga for 28 nature damage.
Paspia the Halfling's mucus ooze hits Ogaboga for 28 nature damage.
Paspia the Halfling's mucus ooze uses Slime Spit.
Paspia the Halfling's mucus ooze hits Ogaboga for 33 nature damage.
Ogaboga speeds up.
Paspia the halfling shares damage with his oozes!
Spikes of Decrepitude hits Paspia the Halfling's mucus ooze for 14 cold, 12 darkness (25 total damage).
Spikes of Decrepitude hits Paspia the halfling for 2 cold, 3 darkness (5 total damage).
Spikes of Decrepitude hits Paspia the Halfling's mucus ooze for 19 cold, 14 darkness (33 total damage).
Thomiel the thalore throws two quick punches.
Ogaboga's armor corrodes!
Thomiel the thalore uses Battle Shout.
Thomiel the thalore hits Ogaboga for 65 physical, 68 physical (134 total damage).
Melee retaliation hits Thomiel the thalore for (1 flat reduction), 0 arcane, (1 flat reduction), 0 arcane (0 total damage).
Something hits Bloated ooze for 40 physical, 1 mind (41 total damage).
Something killed Bloated ooze!
Bleeding from Ogaboga hits Paspia the Halfling's mucus ooze for 8 physical damage.
Paspia the halfling shares damage with his oozes!
Poison from Ghast hits Paspia the halfling for 6 nature damage.
Bleeding from Ogaboga hits Paspia the halfling for 2 physical damage.
Bleeding from Ogaboga hits Thomiel the thalore for (8 flat reduction), 0 physical (0 total damage).
Rotting Disease from Ghast hits Paspia the halfling for 8 blight damage.
Paspia the halfling uses Acidbeam.
Paspia the halfling's mind surges with critical power!
Paspia the halfling hits Ogaboga for 133 acid damage.
Thomiel the thalore performs a melee critical strike against Ogaboga!
Thomiel the thalore hits Ogaboga for 100 physical damage.
Melee retaliation hits Thomiel the thalore for (1 flat reduction), 0 arcane (0 total damage).
Ogaboga the level 24 cornac necromancer was cleaved to death by Thomiel the thalore on level 1 of Ambush!.