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:
Items Vault 1.7.0Donators/Buyers bonus! Summoner rework 1.7.4Summoner rework! CHANGE LOG 1.1.8 1.1.7 1.1.6 1.1.5 1.1.4 1.1.3 1.1.0 -Innervate: Reset cooldown of summons' talent. -Blessing of Nature: Buff to surrounding summons. -Wasp Swarm: debilitating enemies & halving poison resistance -Force of Nature: Automatically refill dead summons. -Now detonation's cooldown scales with the talent level. -Fixed Dragon to crit properly on detonation 1.0.9 1.0.8 1.0.7 - Arrow rain now summons ivy right next to the enemies (ignore range) 1.0.6 - You can now move Dragons with Attack Order 1.0.5 - Minor bug fix 1.0.4 - Summoner and SummonerR merged. 1.0.3 - Changed few particles (for performance) Possessor Bonus Class 1.7.4Donators/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:
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.
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Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Yeek |
Class | Doomed |
Level / Exp | 33 / 9% |
Size | small |
Lifes / Deaths | Killed by Porera the skeleton warrior at level 12 on the 3rd Summertide 122nd year of Ascendancy at 17:47 0 / 7Killed by corrupted rogue sapper at level 19 on the 7th Dusk 122nd year of Ascendancy at 10:55 Killed by Bethivena the cold drake hatchling at level 25 on the 45th Dusk 122nd year of Ascendancy at 11:28 Killed by Risen Ghoul at level 33 on the 8th Haze 122nd year of Ascendancy at 02:13 Killed by ghoul at level 33 on the 8th Haze 122nd year of Ascendancy at 05:26 Killed by ghast at level 33 on the 8th Haze 122nd year of Ascendancy at 08:03 Killed by armoured skeleton warrior at level 33 on the 9th Haze 122nd year of Ascendancy at 11:02 |
Primary Stats
Strength | 15 (base 10) |
Dexterity | 14 (base 10) |
Constitution | 59 (base 51) |
Magic | 19 (base 10) |
Willpower | 67.000000000001 (base 48) |
Cunning | 64 (base 42) |
Resources
Life | -56/710 |
Hate | 110/110 |
Vim | 228/228 |
Healing Factor | 1.7251133323991 |
Regeneration | 7.3317316626962 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +111.31652558047% |
Vision
Sight | 10 |
Lite | 5 |
Offense: Mainhand
Damage | 27 |
Accuracy | 42 |
Crit Chance | 21% |
APR | 51 |
Speed | 1.00 |
Offense: Offhand
Damage | 23 |
Accuracy | 42 |
Crit Chance | 23% |
APR | 24 |
Speed | 1.00 |
Offense: Spell
Spellpower | 22 |
Crit Chance | 17% |
Speed | 1 |
Offense: Mind
Mindpower | 63 |
Crit Chance | 30% |
Speed | 1 |
Offense: Damage Bonus
Acid | +3% |
Nature | +26% |
Temporal | +22% |
Cold | +12% |
Lightning | +9% |
Mind | +15% |
All | 0% |
Offense: Damage Penetration
Acid | +18% |
Darkness | +21% |
Temporal | +21% |
Cold | +13% |
Lightning | +13% |
Mind | +28% |
All | +8% |
Defense: Base
Armour (hardiness) | 3 (30%) |
Defense | 6 |
Ranged Defense | 6 |
Fatigue | 0 |
Physical Save | 31 |
Spell Save | 30 |
Mental Save | 42 |
Defense: Resistances
Acid | + 46%( 70%) |
Blight | + 35%( 70%) |
Arcane | + 32%( 70%) |
Cold | + 70%( 70%) |
All | + 28%( 70%) |
Physical | + 30%( 70%) |
Lightning | + 58%( 70%) |
Light | + 35%( 70%) |
Temporal | + 55%( 70%) |
Mind | + 28%( 70%) |
Darkness | + 35%( 70%) |
Fire | + 66%( 70%) |
Nature | + 40%( 70%) |
Defense: Immunities
Stun Resistance | 67% |
Confusion Resistance | 100% |
Fear Resistance | 41% |
Poison Resistance | 63% |
Blind Resistance | 10% |
Silence Resistance | 20% |
Bleed Resistance | 20% |
Disarm Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 41% |
Inscriptions (4/4)
Infusions | Effective talent level: 2.5 Infusion: MovementUse 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 increase movement speed by 690% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 405 damage for 4 turns. Its effects scale with your Willpower stat. |
Class Talents
Cursed / Darkness | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Shadows | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 1/5 |
Cursed / Punishments | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Advanced shadowmancy | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 3/5 |
Cursed / Force of will | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Gestures | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Dark sustenance | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Prodigies
| 1/1 |
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 failed to protect the lone alchemist from death by Porera the skeleton warrior. Escort: lone alchemist (level 1 of Ruins of Kor'Pul) | failed |
You failed to protect the lone alchemist from death by Mayowyn the giant netherworm. Escort: lone alchemist (level 7 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 6 of Dreadfell. Escort: lost defiler (level 6 of Dreadfell)As a reward you improved talent Curse of Death (+1 level(s)). | 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 talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you gained knowledge of tinker technology. | 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 Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | 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. | active |
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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | 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. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 | dreamer's pair of hardened leather boots of void walking (Nightmares) (0 def, 3 armour) dreamer's pair of hardened leather boots of void walking (Nightmares) (0 def, 3 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Cun / +2 Wil Changes resistances: +10% darkness / +15% temporal Changes resistances penetration: +13% darkness / +13% temporal Physical save: +7 (+4 eff.) Spell save: +5 (+3 eff.) Mental save: +8 (+2 eff.) Defense after a teleport: +16 Resist all after a teleport: +12% New effects duration reduction after a teleport: +15% Curse of Nightmares A pair of boots made of leather. |
Light source | alchemist's lamp 'Quenchrebel' alchemist's lamp 'Quenchrebel'Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +11 Changes resistances penetration: +5% cold / +5% mind / +8% all Changes damage: +15% mind Critical mult.: +20.00% Mindpower: +30 (+8 eff.) Mental crit. chance: +1% Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | elven-silk wizard hat 'Rainobsidian' (Corpses) (3 def, 0 armour) elven-silk wizard hat 'Rainobsidian' (Corpses) (3 def, 0 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+3 eff.) Damage when hit (Melee): 2 cold Changes stats: +3 Wil Changes resistances: +12% lightning / +6% light / +21% cold / +9% fire / +5% arcane / +3% acid Changes damage: +12% cold Physical save: +11 (+6 eff.) Equilibrium when hit: +1.70 Psi when hit: +2.30 Hate when hit: +1.60 Curse of Corpses A pointy cloth hat, very wizardly... |
On hands | Sludgegrip (Misfortune) (0 def, 0 armour) Sludgegrip (Misfortune) (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune These gloves are coated with a thick, green liquid. |
Tool | dwarven-steel torque of gale force 'Aragamina' [power 245] (15 cooldown) dwarven-steel torque of gale force 'Aragamina' [power 245] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 3 When wielded/worn: Changes stats: +4 Cun Psi when hit: +0.08 Hate when firing a critical mind attack: +1.00 Maximum hate: +4.00 Mindpower: +5 (+1 eff.) Mental crit. chance: +2% It can be used to project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 245 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Reduce 1 talent cooldowns by 2. * Reduce fatigue by 35% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | steel ring 'Snowwolf' (Misfortune) steel ring 'Snowwolf' (Misfortune)Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+3 eff.) Damage when hit (Melee): 6 cold Changes stats: +5 Str / +4 Mag / +4 Wil / +6 Con Changes resistances: +3% cold Changes resistances penetration: +5% lightning Changes damage: +9% lightning Stun/Freeze immunity: +26% Life regen: +2.00 Spellpower: +7 (+4 eff.) Curse of Misfortune Rings make your fingers look great! |
On fingers | Sewerhack the gold ring (Nightmares) Sewerhack the gold ring (Nightmares)Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+5 eff.) Effects on melee hit: * 10% chance to reduce armor by 23% Changes stats: +6 Cun / +6 Dex Changes resistances: +16% acid / +16% cold / +14% fire / +6% nature / +13% lightning Changes resistances penetration: +10% acid Changes damage: +3% acid / +6% nature Mental save: +8 (+2 eff.) Confusion immunity: +29% Curse of Nightmares Rings make your fingers look great! |
Around neck | Muckwasp MuckwaspInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 64% Changes stats: +3 Str Changes resistances: +6% cold Cut immunity: +20% Maximum life: +80.00 Healing mod.: +20% Amulets make your neck look great! |
In main hand | Branobers the living mindstar (Nightmares) (111% power, 40 apr, mind damage) Branobers the living mindstar (Nightmares) (111% power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Power: 111% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +16% lightning / +3% light / +6% blight / +20% fire / +18% cold Changes damage: +6% nature Talent masteries: +0.20 Psionic / Voracity +0.10 Psionic / Absorption Talent granted: +1 Attune Mindstar Reduces incoming crit damage: 15.00% Blindness immunity: +10% Disease immunity: +18% Disarm immunity: +20% Confusion immunity: +20% Mindpower: +17 (+4 eff.) Mental crit. chance: +5% Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Around waist | Flamepower (Madness) Flamepower (Madness)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% acid / +9% fire / +6% cold Changes resistances penetration: +15% mind Psi when hit: +0.08 Maximum hate: +6.00 Maximum psi: +10.00 Mental crit. chance: +1% Curse of Madness A belt that goes around your waist. |
In off hand | Bloomsoul (Corpses) (94% power, 13 apr, nature damage) Bloomsoul (Corpses) (94% power, 13 apr, nature damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Power: 95% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +13 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Talent mastery: +0.30 Wild-gift / Fungus Life regen: +2.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Healing mod.: +20% Activating this item is instant. Curse of Corpses It can be used to activate talent Bloom Heal (costing 40 power out of 3/40) : Effective talent level: 2.5 Power cost: 40 out of 3/40. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 41 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
Cloak | linen cloak 'Gunigolin' (Nightmares) (1 def, 0 armour) linen cloak 'Gunigolin' (Nightmares) (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: +5 Mag / +2 Wil Changes resistances: +3% blight / +2% physical Reduces incoming crit damage: 5.00% Spell save: +6 (+3 eff.) Mana each turn: +0.12 Maximum mana: +44.00 Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | verdant elven-silk robe of time (+22%) (Nightmares) (0 def, 0 armour) verdant elven-silk robe of time (+22%) (Nightmares) (0 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +7 Con Changes resistances: +15% all / +22% temporal Changes damage: +9% nature / +22% temporal Poison immunity: +43% Disease immunity: +28% Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
restful steel amulet of mastery (0.14 Cursed / Cursed form) restful steel amulet of mastery (0.14 Cursed / Cursed form)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Talent mastery: +0.14 Cursed / Cursed form Life regen: +1.00 Amulets make your neck look great! |
The Black Ring (Shrouds) The Black Ring (Shrouds)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+4 eff.) Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). Curse of Shrouds "An innocuous bauble. Until you look through the hole." |
copper ring of perseverance (Nightmares) copper ring of perseverance (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% Life regen: +2.00 Curse of Nightmares Rings make your fingers look great! |
gold ring 'Pyrewill' (Nightmares) gold ring 'Pyrewill' (Nightmares)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +9% acid / +3% fire / +24% nature / +6% mind Changes resistances penetration: +20% fire Changes damage: +12% nature / +6% acid Curse of Nightmares Rings make your fingers look great! |
painweaver's copper ring (Misfortune) painweaver's copper ring (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+3 eff.) Changes damage: +4% all Spellpower: +6 (+3 eff.) Mindpower: +5 (+1 eff.) Curse of Misfortune Rings make your fingers look great! |
Thermal Focus (Misfortune) (109% power, 32 apr, fire damage) Thermal Focus (Misfortune) (109% power, 32 apr, fire damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. You feel two unconnected psionic channels on this item. Power: 109% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Fire Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% cold When wielded/worn: Changes resistances: +20% fire / +20% cold Changes resistances penetration: +12% fire / +12% cold Changes damage: +20% fire / +20% cold Talent mastery: +0.20 Psionic / Thermal mastery Talent granted: +1 Psionic Maelstrom Spell save: +12 (+6 eff.) Psi each turn: +1.00 Mindpower: +16 (+4 eff.) Mental crit. chance: +8% Curse of Misfortune Thermal energies are focussed in the core of this mindstar. |
insulating rough leather belt of carrying (Corpses) insulating rough leather belt of carrying (Corpses)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -4% Changes resistances: +6% fire / +6% cold Maximum encumbrance: +24 Curse of Corpses A belt that goes around your waist. |
linen cloak 'Kilnwrither' (Nightmares) (1 def, 0 armour) linen cloak 'Kilnwrither' (Nightmares) (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Cun / +1 Dex Changes resistances: +6% nature Changes damage: +3% fire Disease immunity: +10% Disarm immunity: +10% Knockback immunity: +10% Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak (Corpses) (1 def, 0 armour) linen cloak (Corpses) (1 def, 0 armour)2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Shimmerwild (Shrouds) (0 def, 0 armour) Shimmerwild (Shrouds) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Effects on melee hit: * 10 arcane resource burn Changes resistances: +28% acid / +15% darkness / +3% cold / +6% lightning / +11% all Changes damage: +19% acid / +12% lightning Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe (Nightmares) (0 def, 0 armour) linen robe (Nightmares) (0 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe of nature (+18%) (Corpses) (0 def, 0 armour) mindwoven woollen robe of nature (+18%) (Corpses) (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +18% nature / +9% all Changes damage: +12% nature Mental save: +15 (+5 eff.) Mindpower: +2 (+1 eff.) Mental crit. chance: +2% Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of the mountain (+11%) (Misfortune) (0 def, 0 armour) woollen robe of the mountain (+11%) (Misfortune) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +9% all / +11% physical Changes damage: +11% physical Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Duskhue the pair of rough leather boots (Corpses) (0 def, 1 armour) Duskhue the pair of rough leather boots (Corpses) (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Cun Changes resistances: +5% lightning / +6% temporal Changes resistances penetration: +15% darkness Changes damage: +6% mind Mindpower: +10 (+3 eff.) Mental crit. chance: +1% Curse of Corpses A pair of boots made of leather. |
Lightwitch the pair of rough leather boots (Misfortune) (0 def, 1 armour) Lightwitch the pair of rough leather boots (Misfortune) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -5% Changes stats: +3 Mag Changes resistances penetration: +20% light Changes damage: +6% light Maximum encumbrance: +22 Physical save: +6 (+3 eff.) Infravision radius: +1 See invisible: +9 Curse of Misfortune A pair of boots made of leather. |
scholar's pair of rough leather boots of tirelessness (Misfortune) (0 def, 1 armour) scholar's pair of rough leather boots of tirelessness (Misfortune) (0 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Stamina each turn: +0.40 Maximum stamina: +12.00 Spellpower: +3 (+2 eff.) Curse of Misfortune A pair of boots made of leather. |
Gloves of the Firm Hand (Corpses) (0 def, 8 armour) Gloves of the Firm Hand (Corpses) (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
rough leather gloves (Shrouds) (0 def, 1 armour) rough leather gloves (Shrouds) (0 def, 1 armour)1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Silyna the Splendourlash (Nightmares) (1 def, 0 armour) Silyna the Splendourlash (Nightmares) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Dex / +6 Mag / +1 Cun / +1 Con Changes resistances: +16% nature / +3% mind Changes damage: +11% nature / +9% light Curse of Nightmares A pointy cloth hat, very wizardly... |
linen wizard hat 'Vilebrace' (Corpses) (26 def, 0 armour) linen wizard hat 'Vilebrace' (Corpses) (26 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +26 (+20 eff.) Damage when hit (Melee): 2 light Changes resistances: +16% cold / +6% mind / +9% fire Changes damage: +3% nature / +11% cold Physical save: +3 (+2 eff.) Curse of Corpses A pointy cloth hat, very wizardly... |
linen wizard hat (Corpses) (1 def, 0 armour) linen wizard hat (Corpses) (1 def, 0 armour)2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Curse of Corpses A pointy cloth hat, very wizardly... |
329 alchemist agate 329 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. |
4 onyx 4 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. |
10 aquamarine 10 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. |
3 lapis lazuli 3 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 (+2 eff.) When used to imbue an object: Defense: +6 (+6 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal 6 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. |
6 topaz 6 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 (+1 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Forbidden Tome: "A View From The Gallery" Forbidden Tome: "A View From The Gallery"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
2 emerald 2 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. |
5 spinel 5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+2 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. |
Glowspar GlowsparInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 10 mind Changes resistances: +3% light Maximum life: +42.00 Maximum psi: +10.00 Mindpower: +10 (+3 eff.) 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. |
Light of Revelation Light of RevelationPowered 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. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
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 Entropy (1/1) Rod of Entropy (1/1)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 69% of the healing done. This effect scales with your Magic stat. Activation costs 75 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
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. |
Fogcast the steel torque of mindblast [power 175] (15 cooldown) Fogcast the steel torque of mindblast [power 175] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Damage when hit (Melee): 8 temporal Changes resistances: +12% darkness Equilibrium when hit: +0.12 Psi when hit: +0.20 Mental crit. chance: +1% It can be used to blast the opponent's mind dealing 201 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
Lisethra the iron torque of gale force [power 100] (15 cooldown) Lisethra the iron torque of gale force [power 100] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes stats: +3 Cun / +1 Wil Changes resistances: +3% light Spell save: +12 (+6 eff.) It can be used to project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 100 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
overpowered iron torque of gale force [power 145] (20 cooldown) overpowered iron torque of gale force [power 145] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 145 physical damage Activation puts all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
Aleyadur the ash totem of healing [power 170] (15 cooldown) Aleyadur the ash totem of healing [power 170] (15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes resistances: +6% nature / +5% arcane Healing mod.: +5% It can be used to heal yourself and all friendly characters within 10 spaces for 170 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 14% for 2 turns. * Increase the duration of 1 beneficial effects by 1. * Reduce fatigue by 26% for 2 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. |
4 quartz 4 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. |
3 ametrine 3 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. |
3 citrine 3 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. |
2 zircon 2 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 Do004 the Yeek Doomed level 24
42nd Dusk 122nd year of Ascendancy at 21:25 see stats
By Do004 the Yeek Doomed level 25
44th Dusk 122nd year of Ascendancy at 09:49 see stats
By Do004 the Yeek Doomed level 27
63rd Dusk 122nd year of Ascendancy at 17:06 see stats
By Do004 the Yeek Doomed level 28
67th Dusk 122nd year of Ascendancy at 09:52 see stats
By Do004 the Yeek Doomed level 10
1st Summertide 122nd year of Ascendancy at 00:13 see stats
By Do004 the Yeek Doomed level 20
25th Dusk 122nd year of Ascendancy at 23:19 see stats
By Do004 the Yeek Doomed level 30
79th Dusk 122nd year of Ascendancy at 07:01 see stats
By Do004 the Yeek Doomed level 26
61st Dusk 122nd year of Ascendancy at 05:47 see stats
By Do004 the Yeek Doomed level 9
8th Mirth 122nd year of Ascendancy at 20:22 see stats
By Do004 the Yeek Doomed level 16
3rd Dusk 122nd year of Ascendancy at 17:56 see stats
By Do004 the Yeek Doomed level 24
43rd Dusk 122nd year of Ascendancy at 11:01 see stats
By Do004 the Yeek Doomed level 18
7th Dusk 122nd year of Ascendancy at 06:22 see stats
Log
Do004 uses Feed.
Do004 uses Focus Shadows.
The shadows converge on Armoured skeleton warrior!
Shadow fades for a moment and then reforms whole again!
Something hits Shadow for 0 physical damage.
Shadow fades for a moment and then reforms whole again!
Armoured skeleton warrior uses Shield Pummel.
Armoured skeleton warrior performs a melee critical strike against Do004!
You have deflected 25 incoming damage!
You have deflected 21 incoming damage!
Do004 resists the shield bash!
You have deflected 3 incoming damage!
Lord of Skulls (warrior) hits Do004 for (3 deflected), 89 physical, 5 nature (94 total damage).
Melee retaliation hits Armoured skeleton warrior for 7 cold, 7 cold (14 total damage).
Melee retaliation hits Lord of Skulls (warrior) for (6 absorbed), 0 cold (0 total damage).
Something hits Shadow for 0 cold damage.
Armoured skeleton warrior hits Do004 for (25 deflected), 26 physical, (21 deflected), 22 physical (48 total damage).
Armoured skeleton warrior is no longer out of phase.
Lord of Skulls (warrior) is no longer out of phase.
The shield around Lord of Skulls (warrior) crumbles.
Armoured skeleton warrior uses Overpower.
Do004 resists the knockback!
Yeek mindslayer's Beyond the Flesh hits Armoured skeleton warrior for (61 absorbed), 0 physical, (22 absorbed), 0 physical, (24 absorbed), 0 lightning (0 total damage).
Yeek mindslayer's Beyond the Flesh hits Armoured skeleton warrior for 71 physical, 26 physical, 28 lightning (126 total damage).
Melee retaliation hits Armoured skeleton warrior for (8 absorbed), 0 cold, (8 absorbed), 0 cold, (8 absorbed), 0 cold (0 total damage).
Yeek mindslayer's Beyond the Flesh hits Lord of Skulls (warrior) for (42 absorbed), 0 physical, (15 absorbed), 0 cold, (6 absorbed), 17 physical, 25 lightning (43 total damage).
Dire Plague from The Master hits Yeek mindslayer for 39 darkness damage.
Armoured skeleton warrior hits Do004 for 172 physical damage.
Do004 the level 33 yeek doomed was struck to death by an armoured skeleton warrior on level 9 of Dreadfell.
The unseen force around Do004 subsides.