Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: 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! Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Ghoul |
Class | Reaver |
Level / Exp | 11 / 52% |
Size | medium |
Lifes / Deaths | Killed by 3-headed hydra at level 11 on the 1st Flare 122nd year of Ascendancy at 04:23 / 1 |
Primary Stats
Strength | 33 (base 25) |
Dexterity | 16 (base 11) |
Constitution | 20 (base 10) |
Magic | 47 (base 36) |
Willpower | 13 (base 10) |
Cunning | 11 (base 10) |
Resources
Life | -45/411 |
Vim | 59/177 |
Healing Factor | 1.0870588855781 |
Regeneration | 0.27176472139453 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +80% |
Vision
Sight | 10 |
Lite | 6 |
Offense: Mainhand
Damage | 47 |
Accuracy | 32 |
Crit Chance | 12% |
APR | 4 |
Speed | 1.00 |
Offense: Offhand
Damage | 24 |
Accuracy | 32 |
Crit Chance | 4% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 36 |
Crit Chance | 1% |
Speed | 1 |
Offense: Mind
Mindpower | 21 |
Crit Chance | 1% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +3% |
Light | +12% |
Blight | +11% |
Arcane | +3% |
Cold | +6% |
Fire | +11% |
Offense: Damage Penetration
Darkness | +15% |
Cold | +5% |
Nature | +15% |
Defense: Base
Armour (hardiness) | 32.317011280365 (72.903125182002%) |
Defense | 6 |
Ranged Defense | 6 |
Fatigue | 15 |
Physical Save | 38 |
Spell Save | 22 |
Mental Save | 11 |
Defense: Resistances
Lightning | + 3%( 70%) |
Light | + 24%( 70%) |
Cold | + 9%( 70%) |
Blight | + 6%( 70%) |
Physical | + 12%( 70%) |
Fire | + 28%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 50% |
Bleed Resistance | 100% |
Teleport Resistance | 20% |
Fear Resistance | 100% |
Instadeath Resistance | 100% |
Poison Resistance | 80% |
Disarm Resistance | 10% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 231 damage for 3 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 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 10%, your defense is increased by 10 and all your resistances by 10%. |
Class Talents
Corruption / Scourge | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Reaving combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Rot | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Vim | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Sanguisuge | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Bone | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Corruption / Plague | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Undead / Ghoul | 1.10 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Corruption / Torment | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Effects
Quests
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Magic 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You 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 have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
On feet | Sewershaper the pair of iron boots (0 def, 3 armour) Sewershaper the pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +4 Dex +1 Mag +1 Wil offense ------ Ignore resists +10% nature +5% cold defense ------ Armor +3 Fatigue +2% Resistance +6% fire +6% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Ichorstreak the brass lantern Ichorstreak the brass lantern2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +3 Cun +1 Wil offense ------ Mindpower +5 (+3 eff.) Ignore resists +5% nature When Hit 2 nature 4 fire defense ------ Life +42.00 other ------- Light +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. |
On head | Islarin the iron helm (0 def, 3 armour) Islarin the iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Str +2 Con defense ------ Armor +3 Fatigue +5% Crit Resistance 10.00% other ------- Light +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | blighted rough leather gloves of magic (+3) (0 def, 1 armour) blighted rough leather gloves of magic (+3) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Arcane While equipped: Stats +3 Mag offense ------ On-Hit 5 blight Damage +3% blight +3% arcane defense ------ Armor +1 Resistance +6% blight Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | evasive elm wand of conjuration [power 110] (15 cooldown) evasive elm wand of conjuration [power 110] (15 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Fire a magical bolt dealing 122 fire damage Puts all charms on 15 turn cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | wizard's steel ring of light (+24%) wizard's steel ring of light (+24%)0.1 Encumbrance T2 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag offense ------ Damage +12% light defense ------ Resistance +24% light Spell save +4 (+2 eff.) Rings make your fingers look great! |
On fingers | copper ring 'Elymira' copper ring 'Elymira'0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +11% fire defense ------ Resistance +3% cold +22% fire Physical save +9 (+4 eff.) Unlife -40.00 life Disarm Resist +10% Rings make your fingers look great! |
Around neck | Rimequeen Rimequeen0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Wil offense ------ Damage +3% cold defense ------ Armor +2 Mind save +3 (+3 eff.) Teleport Resist +20% Amulets make your neck look great! |
In main hand | Skullcleaver (120% power, 4 apr) Skullcleaver (120% power, 4 apr)3.0 Encumbrance T1 waraxe 1H weapon [Unique] Arcane Weapon Damage 121% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +12.0% Attack Speed 100% Lifesteal +10% Damage Conversion 25% blight While equipped: offense ------ Damage +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Around waist | Duskraider the rough leather belt Duskraider the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Damage +3% darkness +3% cold Ignore resists +15% darkness When Hit 6 darkness 4 fire defense ------ Life +32.00 A belt that goes around your waist. |
In off hand | arcing iron waraxe of vileness (105% power, 2 apr) arcing iron waraxe of vileness (105% power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Ego] Arcane Weapon Damage 106% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +7 blight On Hit: * 7% chance to reduce strength, dexterity, and constitution by 20 * 25% chance for lightning to strike from the target to a second target dealing 62 damage One-handed war axes. |
Cloak | Cloak of Deception Cloak of Deception1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+2 eff.) Spellpower +5 (+2 eff.) Mindpower +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Main armor | Betorelaith the steel mail armour (2 def, 15 armour) Betorelaith the steel mail armour (2 def, 15 armour)14.0 Encumbrance T2 heavy armor [Random Unique] Master While equipped: defense ------ Armor +15 Defense +2 (+2 eff.) Fatigue +8% Resistance +3% lightning +12% physical Physical save +30 (+11 eff.) other ------- Max vim +10.00 A suit of armour made of mail. |
Inventory
shielding rune of the duelist (absorb 155; dur 3; cd 17) shielding rune of the duelist (absorb 155; dur 3; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 155 damage for 3 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
stabilizing copper amulet stabilizing copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +10% temporal Pinning Resist +21% Knockbk Resist +21% Amulets make your neck look great! |
Kor's Fall (100% power, 0 apr, darkness element) Kor's Fall (100% power, 0 apr, darkness element)5.0 Encumbrance T1 staff 2H weapon [Unique] Arcane Weapon Damage 100% Range: 1.0x-1.2x Uses 110% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +1.5% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +7 (+3 eff.) Damage +10% acid +10% fire +10% darkness +10% blight other ------- See Invisibility +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Effective talent level: 3.9 Power cost 6 out of 6/6. Range 10 Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Conjures up a spear of bones, doing 125.74 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (251). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
iron greatmaul (114% power, 1 apr) iron greatmaul (114% power, 1 apr)5.0 Encumbrance T1 greatmaul 2H weapon [Normal] Weapon Damage 114% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +0.5% Attack Speed 100% Massive two-handed mauls. |
arcing iron longsword (102% power, 2 apr) arcing iron longsword (102% power, 2 apr)3.0 Encumbrance T1 longsword 1H weapon [Ego] Arcane Weapon Damage 102% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 62 damage Sharp, long, and deadly. |
balanced iron longsword of massacre (115% power, 2 apr) balanced iron longsword of massacre (115% power, 2 apr)3.0 Encumbrance T1 longsword 1H weapon [Ego] Master Weapon Damage 115% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Accuracy +6 (+3 eff.) defense ------ Defense +6 (+6 eff.) Disarm Resist +21% Sharp, long, and deadly. |
arcing iron mace (109% power, 2 apr) arcing iron mace (109% power, 2 apr)3.0 Encumbrance T1 mace 1H weapon [Ego] Arcane Weapon Damage 109% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 62 damage Blunt and deadly. |
Harelar (101% power, 2 apr) Harelar (101% power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Rare] Nature Weapon Damage 101% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +5 nature On-Hit, radius 1 +12 mind While equipped: offense ------ Damage +3% mind On-Hit (Melee): * 10 arcane resource burn defense ------ Resistance +3% mind One-handed war axes. |
iron waraxe (101% power, 2 apr) iron waraxe (101% power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Normal] Weapon Damage 101% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% One-handed war axes. |
iron waraxe (102% power, 2 apr) iron waraxe (102% power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Normal] Weapon Damage 102% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% One-handed war axes. |
Unerring Scalpel (111% power, 25 apr) Unerring Scalpel (111% power, 25 apr)1.0 Encumbrance T1 dagger 1H weapon Reqs Cun 16 [Unique] Arcane Weapon Damage 111% Range: 1.0x-1.3x Uses 45% Str, 55% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Attack Speed 100% Ignore Shields +50% While equipped: offense ------ Accuracy +20 (+9 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
shocking iron steamsaw (102% power, 0 apr) shocking iron steamsaw (102% power, 0 apr)3.0 Encumbrance T1 steamsaw 1H weapon Reqs Steam Pool [Ego] Nature/Steamtech Weapon Damage 102% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +1.5% Attack Speed 100% Block +13 Uses 1.0 Steam While equipped: offense ------ On-Hit 5 lightning When Hit 2 lightning defense ------ Armor +2 Defense +2 (+2 eff.) Fatigue +4% other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
hateful steel steamsaw of cold resistance (+17%) (109% power, 0 apr) hateful steel steamsaw of cold resistance (+17%) (109% power, 0 apr)3.0 Encumbrance T2 steamsaw 1H weapon Reqs Steam Pool [Ego] Master/Psionic/Steamtech Weapon Damage 109% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +22 On-hit +6 darkness Damage Against +8% Living Uses 1.0 Steam While equipped: defense ------ Armor +3 Defense +4 (+4 eff.) Fatigue +6% Resistance +17% cold other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
cleansing rough leather armour (3 def, 2 armour) cleansing rough leather armour (3 def, 2 armour)9.0 Encumbrance T1 light armor [Ego] Disrupt While equipped: defense ------ Armor +2 Defense +3 (+3 eff.) Fatigue +6% Resistance +11% nature +11% blight A suit of armour made of leather. |
iron mail armour 'Beryroddagar' (2 def, 6 armour) iron mail armour 'Beryroddagar' (2 def, 6 armour)14.0 Encumbrance T1 heavy armor [Rare] Master While equipped: Stats +3 Mag offense ------ Physical Power +15 (+5 eff.) defense ------ Armor +6 Defense +2 (+2 eff.) Fatigue +12% Resistance +15% acid Crit Resistance 5.00% A suit of armour made of mail. |
steel mail armour of cold resistance (2 def, 6 armour) steel mail armour of cold resistance (2 def, 6 armour)14.0 Encumbrance T2 heavy armor [Ego] Master While equipped: defense ------ Armor +6 Defense +2 (+2 eff.) Fatigue +12% Resistance +16% cold A suit of armour made of mail. |
Emelena Emelena1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +2 Cun +3 Con offense ------ Damage +6% blight +3% arcane defense ------ Resistance +6% lightning +5% temporal A belt that goes around your waist. |
pair of rough leather boots (0 def, 1 armour) pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Normal] While equipped: defense ------ Armor +1 A pair of boots made of leather. |
restorative pair of rough leather boots of tirelessness (0 def, 1 armour) restorative pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego+] Nature/Master While equipped: defense ------ Armor +1 Life Regen +1.00 Healmod +11% other ------- Stamina/turn +0.40 Max stamina +10.00 A pair of boots made of leather. |
steady hardened leather gloves (0 def, 2 armour) steady hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Psionic While equipped: offense ------ Accuracy +6 (+3 eff.) defense ------ Armor +2 Physical save +6 (+3 eff.) Mind save +6 (+6 eff.) Disarm Resist +28% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
corrosive iron gauntlets (0 def, 1 armour) corrosive iron gauntlets (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Ego] Nature While equipped: offense ------ On-Hit 6 acid Damage +4% acid defense ------ Armor +1 Fatigue +1% Resistance +6% acid 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. |
temporal dwarven-steel gauntlets of dexterity (+2) (0 def, 2 armour) temporal dwarven-steel gauntlets of dexterity (+2) (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego] Arcane/Master While equipped: Stats +2 Dex offense ------ On-Hit 7 temporal On-Ranged-Hit 6 temporal Damage +4% temporal Accuracy +11 (+6 eff.) defense ------ Armor +2 Fatigue +3% Resistance +7% temporal 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. |
Blindbringer the rough leather cap (0 def, 1 armour) Blindbringer the rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Str +1 Mag +2 Wil +4 Cun +3 Con offense ------ Physical Power +4 (+2 eff.) Damage +6% light Ignore resists +5% light defense ------ Armor +1 Fatigue +1% A cap made of leather. |
rough leather cap of constitution (+3) (0 def, 1 armour) rough leather cap of constitution (+3) (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Con defense ------ Armor +1 Fatigue +1% A cap made of leather. |
agate agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 spinel 7 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 ametrine 4 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon 3 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
63 alchemist agate 63 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +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. |
scorching brass lantern of clarity scorching brass lantern of clarity2.0 Encumbrance T1 lite [Ego] Arcane/Psionic While equipped: offense ------ When Hit 10 fire defense ------ Resistance +6% fire Mind save +5 (+5 eff.) other ------- Light +3 See Stealth +6 See Invisibility +6 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. |
Planar Beacon Planar Beacon1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.0 Power cost 25 out of 25/25. Range 5 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 94.63 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 94.63 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
iron pickaxe 'Rimelord' (dig speed 38 turns) iron pickaxe 'Rimelord' (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +1 Str offense ------ Damage +6% nature +9% arcane When Hit 2 arcane 4 cold defense ------ Resistance +11% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+3 eff.) defense ------ Mind save +10 (+9 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd 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. |
Transmogrification Chest Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
iron torque of gale force [power 105] (15 cooldown) iron torque of gale force [power 105] (15 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 105 physical damage Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
supercharged elm wand of clairvoyance [power 9] (19 cooldown) supercharged elm wand of clairvoyance [power 9] (19 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 9, power 61 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 19 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
supercharged elm wand of lightning storm [power 146] (18 cooldown) supercharged elm wand of lightning storm [power 146] (18 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 29 lightning damage and will be dazed for 1 turn (146 total damage) Puts all charms on 18 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Arena the Ghoul Reaver level 10
2nd Summertide 122nd year of Ascendancy at 01:08 see stats
By Arena the Ghoul Reaver level 9
8th Mirth 122nd year of Ascendancy at 20:24 see stats
Log
Salanor the large white snake is afflicted by a decrepitude disease!
Salanor the large white snake's corrosive acid area effect hits Carrion worm mass for 0 acid damage.
Arena's purging blight area effect hits Carrion worm mass for 0 blight damage.
Arena's purging blight area effect hits Salanor the large white snake for 17 blight damage.
Areyaba the greater shivgoroth casts Wraithform.
Areyaba the greater shivgoroth turns into a wraith.
Salanor the large white snake's Beyond the Flesh hits Carrion worm mass for 25 physical, 0 acid, 8 physical (33 total damage).
Decrepitude Disease from Arena hits Salanor the large white snake for 18 blight damage.
Weakness Disease from Arena hits Salanor the large white snake for 17 blight damage.
Areyaba the greater shivgoroth casts Empathic Hex.
Arena shrugs off the effect 'Empathic Hex'!
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Salanor the large white snake performs a melee critical strike against Carrion worm mass!
Salanor the large white snake hits Carrion worm mass for 41 physical, 12 lightning (53 total damage).
Veletta the large white snake summons a Ritch Flamespitter!
Arena speeds down outside of the retch.
Arena slows down.
Salanor the large white snake killed Carrion worm mass!
Carrion worm mass's wormblight area effect hits Salanor the large white snake for 23 blight damage.
Arena's purging blight area effect hits Salanor the large white snake for 17 blight damage.
Decrepitude Disease from Arena hits Salanor the large white snake for 18 blight damage.
Weakness Disease from Arena hits Salanor the large white snake for 17 blight damage.
Areyaba the greater shivgoroth casts Ice Shards.
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Talent Soul Rot is ready to use.
3-headed hydra breathes lightning!
3-headed hydra hits Arena for 48 lightning damage.
Arena the level 11 ghoul reaver was shocked to death by a 3-headed hydra on level 3 of Norgos Lair.