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! 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.
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:
Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Skeleton |
Class | Berserker |
Level / Exp | 29 / 30% |
Size | big |
Lifes / Deaths | Killed by Gimira the whitehoof hailstorm at level 29 on the 68th Regrowth 123rd year of Ascendancy at 11:00 / 1 |
Primary Stats
Strength | 133 (base 49) |
Dexterity | 50 (base 15) |
Constitution | 73 (base 60) |
Magic | 23 (base 10) |
Willpower | 27 (base 13) |
Cunning | 34 (base 12) |
Resources
Life | -201/1117 |
Stamina | 79/226 |
Healing Factor | 1.3907458214728 |
Regeneration | 5.1006256326021 |
Speed
Mental | +10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 5 |
See Stealth | 34.114754928839 |
See Invisible | 36.114754928839 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 205 |
Accuracy | 47 |
Crit Chance | 42% |
APR | 23 |
Speed | 0.91 |
Offense: Spell
Spellpower | 25 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 28 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Light | +14% |
Blight | +3% |
Physical | +8% |
Cold | +11% |
All | 0% |
Offense: Damage Penetration
Blight | +20% |
Lightning | +10% |
Physical | +17% |
All | 0% |
Defense: Base
Armour (hardiness) | 56.317011280365 (72.903125182002%) |
Defense | 51 |
Ranged Defense | 51 |
Fatigue | 0 |
Physical Save | 46 |
Spell Save | 27 |
Mental Save | 27 |
Defense: Resistances
Nature | + 23%( 70%) |
Lightning | + 36%( 70%) |
Light | + 10%( 70%) |
Cold | + 19%( 70%) |
Blight | + 23%( 70%) |
Acid | + 23%( 70%) |
Fire | + 32%( 70%) |
All | + 4%( 70%) |
Defense: Immunities
Disarm Resistance | 51% |
Bleed Resistance | 100% |
Instadeath Resistance | 100% |
Fear Resistance | 100% |
Stun Resistance | 27% |
Poison Resistance | 100% |
Silence Resistance | 30% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 314 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 153 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. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 7 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 25%, your defense is increased by 25 and all your resistances by 25%. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Biting GaleUse 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 direct a cone of chilling stormwind doing 196.25 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Cunning stat. |
Class Talents
Technique / Berserker's strength | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 2/5 |
Technique / Bloodthirst | 1.30 |
| 3/5 |
| 3/5 |
| 2/5 |
| 1/5 |
Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Two-handed assault | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Undead / Skeleton | 1.10 |
| 3/5 |
| 2/5 |
| 2/5 |
| 4/5 |
Technique / Conditioning | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 grave | active |
You successfully escorted the lost defiler to the recall portal on level 4 of Dreadfell. Escort: lost defiler (level 4 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved Strength by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Daikara. Escort: temporal explorer (level 2 of Daikara)As a reward you improved Willpower by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Ruins of Kor'Pul. Escort: worried loremaster (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning 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 have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | 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 electric eel tail. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' 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 bloated horror heart. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed red crystal shard. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * You've found the needed xorn fragment. * You've found the needed vial of wight ectoplasm. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed vampire lord fang. * You've found the needed pouch of luminous horror dust. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' Ungrol of Last Hope has completed an elixir of foundations without your aid. | active |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle | 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! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast 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 |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Cyredhena (10 def, 14 armour) Cyredhena (10 def, 14 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +3 Armour: +14 Defense: +10 (+3 eff.) Fatigue: +3% Changes stats: +5 Dex / +3 Wil / +3 Con Changes resistances penetration: +7% physical Only die when reaching: -40.00 life Mindpower: +5 (+3 eff.) It can be used to activate talent Blindside, placing all other charms into a 22 cooldown : Effective talent level: 3.0 Power cost: 22 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 36 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | nightwalker's brass lantern of clarity =ready= nightwalker's brass lantern of clarity =ready=Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Physical power: +5 (+1 eff.) Changes stats: +3 Wil Critical mult.: +11.00% Mental save: +5 (+2 eff.) Light radius: +3 See stealth: +6 See invisible: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Flowerstreaker the linen wizard hat (1 def, 0 armour) =slow, old= Flowerstreaker the linen wizard hat (1 def, 0 armour) =slow, old=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 20% chance to slow global speed by 45% Damage when hit (Melee): 6 mind Changes stats: +3 Wil Changes resistances: +16% cold Changes damage: +11% cold Maximum psi: +10.00 See invisible: +3 A pointy cloth hat, very wizardly... This object's appearance was changed to Invisible. |
Tool | yew totem of healing [power 266] (11/13 cooldown) =heal= yew totem of healing [power 266] (11/13 cooldown) =heal=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal yourself and all friendly characters within 10 spaces for 266 Activation puts all charms on cooldown for 13 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | Wheel of Fate =roll 2= Wheel of Fate =roll 2=Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 13% chance to reduce all saves and defense by 19 Damage (Melee): 16 light / 13 physical Effects on ranged hit: * 13% chance to reduce all saves and defense by 19 Damage (Ranged): 17 light / 5 physical Changes stats: +8 Cun / +8 Mag Changes damage: +14% light Reduces incoming crit damage: 15.00% Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +3.00 Maximum hate: +8.00 Spellpower: +8 (+4 eff.) Light radius: +2 Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation puts all charms on cooldown for 1 turns. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
On fingers | Daystriker the gold ring Daystriker the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +12 (+4 eff.) Armour penetration: +10 Armour: +6 Defense: +29 (+9 eff.) Changes resistances: +6% light Only die when reaching: -60.00 life Mental crit. chance: +2% It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 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 143% 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! |
Around waist | spiritwalker's hardened leather belt of burglary spiritwalker's hardened leather belt of burglaryPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Dex / +5 Mag / +4 Cun / +6 Lck Trap disarming bonus: +13 Stealth bonus: +7 Mana each turn: +0.25 Maximum mana: +25.00 Infravision radius: +4 A belt that goes around your waist. |
In main hand | warbringer's stralite greatmaul of evisceration (56-85 power, 3 apr) =current= warbringer's stralite greatmaul of evisceration (56-85 power, 3 apr) =current=Requires: - Strength 35 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 56.5 - 84.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * Wound the target dealing 312 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +16.0% Physical power: +27 (+5 eff.) Changes stats: +6 Con Changes resistances penetration: +10% physical Disarm immunity: +20% Massive two-handed mauls. |
On hands | Flaredash the dwarven-steel gauntlets (10 def, 10 armour) =keep= Flaredash the dwarven-steel gauntlets (10 def, 10 armour) =keep=Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +10 Defense: +10 (+3 eff.) Fatigue: +3% Changes resistances: +9% fire Physical save: +7 (+3 eff.) Mental save: +7 (+3 eff.) Disarm immunity: +31% Only die when reaching: -80.00 life 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 | Scale Mail of Kroltar (10 def, 18 armour) Scale Mail of Kroltar (10 def, 18 armour)Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+3 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 It can be used to activate talent Devouring Flame (costing 43 power out of 80/80) : Effective talent level: 3.0 Power cost: 43 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a mind power and a nature gift Description: Spit a cloud of flames, doing 20.07 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Cloak | Wind's Whisper (4 def, 0 armour) =current= Wind's Whisper (4 def, 0 armour) =current=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +3 Dex Silence immunity: +30% Deflect projectiles away: +25% Slows Projectiles: +20% Activating this item is instant. It can be used to activate talent Evasion (costing 43 power out of 7/50) : Effective talent level: 2.0 Power cost: 43 out of 7/50. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 26% chance to evade melee and ranged attacks and 16 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
Around neck | Skytouch SkytouchInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +7 (+1 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 15 Damage when hit (Melee): 4 lightning Changes stats: +5 Str Changes resistances: +13% lightning Changes resistances penetration: +20% blight / +10% lightning Changes damage: +3% blight / +8% physical Stun/Freeze immunity: +27% Combat speed: +10% Amulets make your neck look great! |
Inventory
Choker of Dread =keep?= Choker of Dread =keep?=Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+3 eff.) See invisible: +10 It can be used to summon an elder vampire with Taunt to your side for 15 turns Activation costs 51 power out of 60/60. The evilness of undeath radiates from this amulet. |
Hellgash =res= Hellgash =res=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 4 acid Changes resistances: +12% blight / +6% fire / +12% darkness Changes resistances penetration: +5% acid Changes damage: +6% fire Disarm immunity: +32% Pinning immunity: +29% Knockback immunity: +29% Maximum life: +38.00 Rings make your fingers look great! |
Ring of Growth =keep?= Ring of Growth =keep?=Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+3 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Vargh Redemption =keep= Vargh Redemption =keep=Infused 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 12.45 cold and 12.12 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 51 power out of 60/60. This azure ring seems to be always moist to the touch. |
savage's gold ring of lightning (+24%) =craft= savage's gold ring of lightning (+24%) =craft=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Con Changes resistances: +24% lightning Changes damage: +12% lightning Spell save: +13 (+6 eff.) Maximum stamina: +14.00 Rings make your fingers look great! |
savior's steel ring of tenacity =craft= savior's steel ring of tenacity =craft=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical save: +7 (+3 eff.) Spell save: +7 (+3 eff.) Mental save: +7 (+3 eff.) Disarm immunity: +24% Pinning immunity: +24% Knockback immunity: +22% Maximum life: +26.00 Rings make your fingers look great! |
Crystalline Dwarven-steel greatmaul (52-79 power, 2 apr) =set= Crystalline Dwarven-steel greatmaul (52-79 power, 2 apr) =set=Requires: - Strength 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. It is part of a set of items. Base power: 52.5 - 78.8 Uses stat: 120% Str Damage type: Arcane Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +3 Wil / +3 Con Changes damage: +10% arcane Spellpower: +12 (+6 eff.) It can be used to recover the Crystal Focus (destroys this weapon) Activation costs 1 power out of 1/1. Massive two-handed mauls. Transformed with the power of the Spellblaze. |
steel greatmaul 'Bloomnull' (26-39 power, 2 apr) =stats= steel greatmaul 'Bloomnull' (26-39 power, 2 apr) =stats=Requires: - Strength 16 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 26.0 - 39.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% Damage (Melee): +4 nature Damage (radius 1) on hit: +16 nature When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 45% Changes stats: +7 Str / +9 Dex / +7 Mag / +6 Wil / +10 Cun / +11 Con See invisible: +9 Massive two-handed mauls. |
Mighty Girdle =carry, old= Mighty Girdle =carry, old=Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Blackstreak (1 def, 0 armour) =old, keep?= Blackstreak (1 def, 0 armour) =old, keep?=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 16% Damage when hit (Melee): 2 darkness Changes stats: +1 Str / +2 Con Changes resistances: +3% darkness Changes damage: +12% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to Invisible. |
Cloak of Deception =DECEP= Cloak of Deception =DECEP=Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+3 eff.) Mindpower: +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Belyra (0 def, 5 armour) =corrode= Belyra (0 def, 5 armour) =corrode=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Fatigue: +2% Effects on melee hit: * 10% chance to reduce armor by 24% Changes resistances: +9% mind / +3% acid Changes damage: +6% acid Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Splendourmonster (10 def, 1 armour) =keep= Splendourmonster (10 def, 1 armour) =keep=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +2 Armour: +1 Defense: +10 (+3 eff.) Damage when hit (Melee): 6 light Changes stats: +6 Lck / +4 Dex Stealth bonus: +6 Physical save: +9 (+3 eff.) See invisible: +9 A pair of boots made of leather. |
Blazeobeisance the hardened leather gloves (0 def, 10 armour) =keep, old= Blazeobeisance the hardened leather gloves (0 def, 10 armour) =keep, old=Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +10 Damage (Melee): 7 physical Damage when hit (Melee): 2 lightning Changes resistances: +6% lightning / +9% temporal / +3% fire / +3% blight Changes damage: +5% physical Spell save: +6 (+3 eff.) 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. |
Lightningbreaker the drakeskin leather gloves (0 def, 11 armour) =current= Lightningbreaker the drakeskin leather gloves (0 def, 11 armour) =current=Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Physical power: +12 (+2 eff.) Armour: +11 Armour Hardiness: +8% Effects on melee hit: * 20% chance to reduce armor by 24% Damage when hit (Melee): 6 acid Changes stats: +3 Str / +13 Con Changes resistances: +6% acid / +12% physical / +6% lightning Changes resistances penetration: +10% lightning Mana each turn: +0.23 Spellpower: +7 (+4 eff.) Spell crit. chance: +6% 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 'Glimmertooth' (0 def, 2 armour) =cun= hardened leather gloves 'Glimmertooth' (0 def, 2 armour) =cun=Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +9 Armour: +2 Damage when hit (Melee): 8 light Changes stats: +5 Cun / +4 Dex Changes resistances: +12% temporal Changes resistances penetration: +10% light / +20% fire Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Nightweeper' (0 def, 2 armour) =rpen slow= hardened leather gloves 'Nightweeper' (0 def, 2 armour) =rpen slow=Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +8 (+1 eff.) Armour: +2 Effects on melee hit: * 20% chance to slow global speed by 45% Changes stats: +3 Str / +1 Dex Changes resistances: +9% darkness / +1% physical Changes resistances penetration: +5% physical Only die when reaching: -60.00 life 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. |
Tidefist the hardened leather cap (0 def, 3 armour) =keep= Tidefist the hardened leather cap (0 def, 3 armour) =keep=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 strength, dexterity, and constitution by 15 Damage when hit (Melee): 10 blight Changes stats: +6 Str / +7 Dex / +4 Mag Changes resistances: +6% cold Light radius: +3 It can be used to activate talent Skullcracker, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 438.7 Physical damage. If the attack hits, the target is confused (39% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
5 onyx 5 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 aquamarine 6 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. |
7 lapis lazuli 7 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal 7 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. |
9 topaz 9 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe (dig speed 36 turns) =dig= iron pickaxe (dig speed 36 turns) =dig=3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang =charm= Rungof's Fang =charm=Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "The Illusory Castle" Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
3 emerald 3 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 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 spinel 7 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. |
Light of Revelation =use?= Light of Revelation =use?=Powered by unknown forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Damage against: +25% Horror Reduced damage from: +25% Horror Light radius: +7 See stealth: +35 See invisible: +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)Powered by unknown forces 0.00 Encumbrance. [Plot Item] Type: mirror / mirror It can be used to change your appearance Activation costs 1 power out of 1/1. A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Fortune's Eye Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+4 eff.) Armour penetration: +12 Defense: +12 (+4 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+4 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+5 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 16 power out of 35/35) : Effective talent level: 2.0 Power cost: 16 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 15 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
4 garnet 4 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 Recall (2/2) =hermit-daikara= Rod of Recall (2/2) =hermit-daikara=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 172 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 =sear dred6= Transmogrification Chest =sear dred6=Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Durudeneg [power 83] (11/22 cooldown) =keep= Durudeneg [power 83] (11/22 cooldown) =keep=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes stats: +8 Dex Changes resistances penetration: +10% mind Reduces incoming crit damage: 15.00% Maximum psi: +20.00 It can be used to setup a psionic shield, reducing all damage taken by 83 for 5 turns Activation puts all charms on cooldown for 22 turns. Torques are made by powerful psionics to store psionic powers. |
elm totem of healing 'Ivowen' [power 116] (11/13 cooldown) =keep= elm totem of healing 'Ivowen' [power 116] (11/13 cooldown) =keep=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Armour penetration: +2 Physical power: +10 (+2 eff.) Changes stats: +5 Con Changes resistances penetration: +10% arcane Changes damage: +12% physical It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 13 turns. Natural totems are made by powerful wilders to store nature power. |
8 amethyst 8 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. |
Burning Star =map= Burning Star =map=Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 26 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
5 quartz 5 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% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 citrine 5 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. |
Achievements
By Deathblade the Skeleton Berserker level 29
68th Regrowth 123rd year of Ascendancy at 06:29 see stats
By Deathblade the Skeleton Berserker level 28
66th Regrowth 123rd year of Ascendancy at 13:09 see stats
By Deathblade the Skeleton Berserker level 17
32nd Dusk 122nd year of Ascendancy at 13:59 see stats
By Deathblade the Skeleton Berserker level 11
3rd Dusk 122nd year of Ascendancy at 08:05 see stats
By Deathblade the Skeleton Berserker level 20
3rd Regrowth 123rd year of Ascendancy at 07:01 see stats
By Deathblade the Skeleton Berserker level 26
62nd Regrowth 123rd year of Ascendancy at 11:58 see stats
By Deathblade the Skeleton Berserker level 10
2nd Summertide 122nd year of Ascendancy at 16:49 see stats
By Deathblade the Skeleton Berserker level 20
2nd Regrowth 123rd year of Ascendancy at 01:33 see stats
By Deathblade the Skeleton Berserker level 19
73rd Dusk 122nd year of Ascendancy at 18:49 see stats
By Deathblade the Skeleton Berserker level 28
66th Regrowth 123rd year of Ascendancy at 06:43 see stats
By Deathblade the Skeleton Berserker level 21
39th Regrowth 123rd year of Ascendancy at 14:48 see stats
By Deathblade the Skeleton Berserker level 9
7th Mirth 122nd year of Ascendancy at 08:14 see stats
By Deathblade the Skeleton Berserker level 9
9th Mirth 122nd year of Ascendancy at 05:30 see stats
By Deathblade the Skeleton Berserker level 24
54th Regrowth 123rd year of Ascendancy at 04:27 see stats
By Deathblade the Skeleton Berserker level 17
32nd Dusk 122nd year of Ascendancy at 17:25 see stats
By Deathblade the Skeleton Berserker level 27
65th Regrowth 123rd year of Ascendancy at 13:57 see stats
By Deathblade the Skeleton Berserker level 29
68th Regrowth 123rd year of Ascendancy at 07:20 see stats
Log
Gimira the whitehoof hailstorm has regained its confidence.
Deathblade activates his yew totem of healing!
Deathblade rearms.
Deathblade has recovered!
Deathblade receives 385 healing.
Lisogamira the golem uses Throwing Knives.
Gimira the whitehoof hailstorm casts Rune: Acid Wave.
Deathblade is disarmed!
Lisogamira the golem's Throwing Knife hits Deathblade for 76 physical, 11 acid, 12 fire (99 total damage).
Gimira the whitehoof hailstorm hits Deathblade for 105 acid damage.
Melee retaliation hits Lisogamira the golem for 4 lightning, 4 acid, 6 mind (14 total damage).
Gimira the whitehoof hailstorm casts Shock.
Gimira the whitehoof hailstorm's spell attains critical power!
Gimira the whitehoof hailstorm's morale has been lowered.
Deathblade wears (replacing Lightningbreaker the drakeskin leather gloves (0 def, 11 armour) =current=): Flaredash the dwarven-steel gauntlets (10 def, 10 armour) =keep=.
Lisogamira the golem slows down.
Lisogamira the golem casts Eye Beam.
Lisogamira the golem's spell attains critical power!
Lisogamira the golem hits Deathblade for 94 fire damage.
Thunderstorm hits Deathblade for 38 lightning damage.
Gimira the whitehoof hailstorm's Shock hits Deathblade for 308 lightning damage.
Deathblade is dazed!
Deathblade slows down.
Deathblade is not dazed anymore.
Deathblade has recovered!
Gimira the whitehoof hailstorm casts Black Ice.
Gimira the whitehoof hailstorm hits Deathblade for 161 cold damage.
Deathblade the level 29 skeleton berserker was frozen and shattered into a million little shards to death by Gimira the whitehoof hailstorm on level 3 of Illusory Castle.