











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! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
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Campaign | Maj'Eyal |
Mode | Insane Exploration |
Sex | Female |
Race | Higher |
Class | Writhing One |
Level / Exp | 18 / 46% |
Size | medium |
Lifes / Deaths | Killed by The Spinal Cord at level 2 on the 76th Pyre 122nd year of Ascendancy at 00:48 / 47Killed by spitting spider at level 6 on the 78th Pyre 122nd year of Ascendancy at 18:07 Killed by cutpurse at level 10 on the 5th Mirth 122nd year of Ascendancy at 19:33 Killed by Ivuldaratha the bandit lord at level 12 on the 1st Summertide 122nd year of Ascendancy at 12:53 Killed by Ivuldaratha the bandit lord at level 12 on the 1st Summertide 122nd year of Ascendancy at 14:18 Killed by Eilinayarin the cold drake at level 13 on the 2nd Summertide 122nd year of Ascendancy at 02:00 Killed by Eilinayarin the cold drake at level 13 on the 2nd Summertide 122nd year of Ascendancy at 03:52 Killed by Norgos, the Frozen at level 13 on the 2nd Summertide 122nd year of Ascendancy at 04:55 Killed by war hound at level 14 on the 1st Flare 122nd year of Ascendancy at 18:10 Killed by Emeloldamira the sick poison ivy at level 14 on the 1st Flare 122nd year of Ascendancy at 18:56 Killed by Emeloldamira the sick poison ivy at level 14 on the 1st Flare 122nd year of Ascendancy at 19:14 Killed by Emeloldamira the sick poison ivy at level 14 on the 1st Flare 122nd year of Ascendancy at 19:54 Killed by worm that walks (servant of Gwenhael) at level 15 on the 3rd Flare 122nd year of Ascendancy at 08:35 Killed by worm that walks (servant of Gwenhael) at level 16 on the 3rd Flare 122nd year of Ascendancy at 20:51 Killed by Yverina the drem at level 16 on the 44th Dusk 122nd year of Ascendancy at 00:22 Killed by Yverina the drem at level 16 on the 44th Dusk 122nd year of Ascendancy at 02:01 Killed by cold drake hatchling at level 16 on the 44th Dusk 122nd year of Ascendancy at 03:41 Killed by armoured skeleton warrior at level 16 on the 44th Dusk 122nd year of Ascendancy at 04:59 Killed by Zubyth the brecklorn at level 16 on the 44th Dusk 122nd year of Ascendancy at 05:53 Killed by armoured skeleton warrior at level 16 on the 44th Dusk 122nd year of Ascendancy at 06:58 Killed by Zubyth the brecklorn at level 16 on the 44th Dusk 122nd year of Ascendancy at 07:34 Killed by armoured skeleton warrior at level 16 on the 44th Dusk 122nd year of Ascendancy at 08:12 Killed by armoured skeleton warrior at level 16 on the 44th Dusk 122nd year of Ascendancy at 09:30 Killed by skeleton mage at level 16 on the 44th Dusk 122nd year of Ascendancy at 10:20 Killed by Zubyth the brecklorn at level 16 on the 44th Dusk 122nd year of Ascendancy at 10:41 Killed by armoured skeleton warrior at level 16 on the 44th Dusk 122nd year of Ascendancy at 11:25 Killed by worm that walks (servant of Gwenhael) at level 17 on the 44th Dusk 122nd year of Ascendancy at 14:54 Killed by Nerimira the dremling at level 17 on the 44th Dusk 122nd year of Ascendancy at 16:09 Killed by Nerimira the dremling at level 17 on the 45th Dusk 122nd year of Ascendancy at 03:04 Killed by Gluldara the poison ooze at level 17 on the 45th Dusk 122nd year of Ascendancy at 05:49 Killed by Zubolrann the brecklorn at level 17 on the 45th Dusk 122nd year of Ascendancy at 06:19 Killed by Gluldara the poison ooze at level 17 on the 45th Dusk 122nd year of Ascendancy at 06:54 Killed by dragonsfire trap at level 17 on the 45th Dusk 122nd year of Ascendancy at 10:40 Killed by Xerylle the dremling at level 17 on the 45th Dusk 122nd year of Ascendancy at 12:15 Killed by Xerylle the dremling at level 17 on the 45th Dusk 122nd year of Ascendancy at 13:00 Killed by Polumith the dremling at level 17 on the 45th Dusk 122nd year of Ascendancy at 20:10 Killed by Polumith the dremling at level 17 on the 45th Dusk 122nd year of Ascendancy at 20:52 Killed by Liselle the dremling at level 17 on the 45th Dusk 122nd year of Ascendancy at 23:27 Killed by Liselle the dremling at level 17 on the 46th Dusk 122nd year of Ascendancy at 00:15 Killed by armoured skeleton warrior at level 17 on the 46th Dusk 122nd year of Ascendancy at 07:33 Killed by Lisena the half formed drem at level 17 on the 46th Dusk 122nd year of Ascendancy at 08:33 Killed by The Amalgamation at level 17 on the 46th Dusk 122nd year of Ascendancy at 08:57 Killed by steamgun turret at level 18 on the 46th Dusk 122nd year of Ascendancy at 09:48 Killed by ritch flamespitter (wild summon) at level 18 on the 46th Dusk 122nd year of Ascendancy at 10:40 Killed by ritch flamespitter (wild summon) at level 18 on the 46th Dusk 122nd year of Ascendancy at 10:55 Killed by bloated horror at level 18 on the 46th Dusk 122nd year of Ascendancy at 11:24 Killed by Islodatira the half formed drem at level 18 on the 46th Dusk 122nd year of Ascendancy at 12:23 |
Primary Stats
Strength | 41 (base 34) |
Dexterity | 20 (base 10) |
Constitution | 21 (base 13) |
Magic | 61 (base 46) |
Willpower | 21 (base 10) |
Cunning | 10 (base 10) |
Resources
Life | 591/591 |
Insanity | 33/100 |
Healing Factor | 1.094804467222 |
Regeneration | 1.3685055840275 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +11.093867610317% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 7 |
Infravision | 6 |
See Stealth | 26.54677130326 |
See Invisible | 26.54677130326 |
Offense: Mainhand
Damage | 59 |
Accuracy | 47 |
Crit Chance | 3% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 46 |
Crit Chance | 1% |
Speed | 1 |
Offense: Mind
Mindpower | 21 |
Crit Chance | 1% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +3% |
Temporal | +11% |
Physical | +3% |
Arcane | +6% |
Mind | +23% |
All | 0% |
Offense: Damage Penetration
Darkness | +15% |
Light | +15% |
Physical | +15% |
Defense: Base
Armour (hardiness) | 25 (30%) |
Defense | 24 |
Ranged Defense | 24 |
Fatigue | 0 |
Physical Save | 20 |
Spell Save | 26 |
Mental Save | 15 |
Defense: Resistances
Blight | + 3%( 70%) |
Arcane | + 12%( 70%) |
Mind | + 14%( 70%) |
All | 0%( 70%) |
Lightning | + 6%( 70%) |
Light | + 6%( 70%) |
Temporal | + 16%( 70%) |
Physical | + 15%( 70%) |
Fire | + 5%( 70%) |
Darkness | + 12%( 70%) |
Defense: Immunities
Knockback Resistance | 40% |
Stun Resistance | 21% |
Instadeath Resistance | 100% |
Blind Resistance | 15% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
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 133 damage for 3 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 82 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Class Talents
Demented / Friend of the worm | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Demented / Horrific body | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Controlled horrors | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Demented / Path of horror | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Demented / Disfigured face | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Effects
Quests
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved Constitution 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. | 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 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
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. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * '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.' * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * You've found the needed warg claw. | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
Equipment
On feet | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Defense: +15 (+7 eff.) Fatigue: +2% Changes damage: +3% physical Critical mult.: +5.00% Stamina each turn: +3.50 Only die when reaching: -60.00 life Maximum stamina: +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 11 fire Changes stats: +3 Wil Changes resistances: +5% fire Changes damage: +6% mind 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. |
On head | ![]() Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +1 Dex Changes resistances: +6% lightning / +5% temporal / +6% light / +3% blight / +3% mind Only die when reaching: -40.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Damage when hit (Melee): 6 mind Changes stats: +1 Str / +1 Dex / +4 Mag Changes resistances: +6% darkness Changes damage: +6% mind Damage affinity(heal): +15% darkness Reduces incoming crit damage: 5.00% Infravision radius: +4 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Mag / +4 Wil Changes resistances: +11% mind / +6% darkness / +5% arcane Changes damage: +11% mind / +6% arcane Stun/Freeze immunity: +21% Life regen: +1.00 Spellpower: +5 (+2 eff.) Rings make your fingers look great! |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +11% temporal Changes resistances penetration: +15% light / +15% darkness Changes damage: +3% darkness / +11% temporal Light radius: +3 Rings make your fingers look great! |
Around waist | ![]() 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. |
In main hand | ![]() Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 23.0 - 32.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +4 acid When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 33% Changes stats: +4 Str / +3 Wil Reduces incoming crit damage: 10.00% Infravision radius: +1 Sharp, long, and deadly. |
On hands | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +5 Mental save: +5 (+5 eff.) Maximum life: +46.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() Powered by arcane forces Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +3% Changes stats: +2 Dex Changes resistances: +15% physical It can be used to activate talent Bone Grab (costing 20 power out of 30/30) : Effective talent level: 2.0 Power cost: 20 out of 30/30. Range: 5 Travel Speed: instantaneous Is: a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 54.62 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
Cloak | ![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour penetration: +2 Defense: +1 (+0 eff.) Changes stats: +1 Str / +3 Con Changes resistances penetration: +15% physical Maximum life: +30.00 Light radius: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+3 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Inventory
![]() chilling dwarven-steel battleaxe of phasing (33-50 power, 18 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 33.5 - 50.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +6.5% Attack speed: 100% Damage Shield penetration (this weapon only): +17% Damage (Melee): +20 cold Massive two-handed battleaxes. |
![]() Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Base power: 15.0 - 21.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 10% chance to reduce damage dealt by 13% * 25% chance for lightning to strike from the target to a second target dealing 79 damage Damage (Melee): +5 light Damage against: +7% Undead When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +5 (+2 eff.) Disarm immunity: +23% Sharp, long, and deadly. |
![]() Xebeth the hardened leather sling Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 When wielded/worn: Changes stats: +3 Str / +2 Wil / +9 Cun Changes resistances penetration: +7% physical Reduces incoming crit damage: 15.00% Light radius: +3 Infravision radius: +2 Slings are used to hurl stones or metal shots at your foes. |
![]() Earofast the Dawnzephyr (20-24 power, 4 apr, cold element) Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +10 (+5 eff.) Changes resistances: +15% light Changes damage: +21% acid / +20% cold Talent granted: +1 Command Staff Maximum pos.energy: +15.00 Maximum neg.energy: +15.00 Spellpower: +9 (+3 eff.) Spell crit. chance: +3% Light radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 71.96 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() Scorpionroar the yew magestaff (20-24 power, 4 apr, lightning element) Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Con Changes resistances: +5% arcane / +6% nature Changes damage: +35% lightning / +15% nature Talent granted: +1 Command Staff Life regen: +1.10 Spellpower: +14 (+5 eff.) Spell crit. chance: +3% Healing mod.: +22% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to reduce all saves and defense by 15 Damage (radius 1) on hit: +8 mind / +12 fire Damage (radius 2) on crit: +8 mind When wielded/worn: Damage when hit (Melee): 8 blight Changes resistances penetration: +20% mind One-handed war axes. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour penetration: +2 Changes resistances: +5% fire / +5% cold Changes resistances penetration: +5% physical Critical mult.: +10.00% Mental crit. chance: +1% A belt that goes around your waist. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +3% lightning Reduces incoming crit damage: 15.00% Maximum life: +30.00 Infravision radius: +1 A belt that goes around your waist. |
![]() Demonveil of the Blightspawn Infused by nature Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Effects when hit in melee: * 22% chance to reduce strength, dexterity, and constitution by 24 * 20% chance to reduce damage dealt by 13% Damage when hit (Melee): 6 lightning Changes stats: +3 Str / +3 Dex / +3 Wil / +3 Cun Changes resistances: +7% acid / +6% lightning / +6% blight Changes resistances penetration: +10% lightning / +15% cold Physical save: +11 (+6 eff.) Spell save: +16 (+8 eff.) Mental save: +11 (+8 eff.) Size category: +1 A belt that goes around your waist. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Mag Changes damage: +6% blight Mana each turn: +0.16 Maximum life: +31.00 Damage Shield penetration: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all Revealing, pink, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
![]() Thunderrazor (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 40% Damage when hit (Melee): 6 lightning Changes resistances: +30% acid / +9% darkness / +11% all Changes damage: +14% acid / +15% lightning A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Coalseam the pair of hardened leather boots (0 def, 3 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 24 * 20% chance to reduce damage dealt by 13% Changes resistances: +12% blight / +6% darkness Changes resistances penetration: +10% darkness Movement speed: +25% A pair of boots made of leather. |
![]() Neritira the Chargepanic (0 def, 3 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +3 Mag / +3 Wil Changes damage: +24% lightning Spellpower on spell critical (stacks up to 3 times): +10 Damage Shield penetration: +10% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to blink to a nearby random location (rad 9) Activation puts all charms on cooldown for 25 turns. A pair of boots made of leather. |
![]() Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +2 Mag / +1 Wil / +3 Cun Changes resistances: +6% fire Changes resistances penetration: +5% fire Reduces incoming crit damage: 15.00% Movement speed: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Damage when hit (Melee): 2 acid Changes stats: +3 Cun / +1 Mag Changes resistances: +5% fire / +6% cold Light radius: +2 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. |
![]() restorative pair of hardened leather boots of evasion (6 def, 3 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +6 (+3 eff.) Life regen: +4.00 Healing mod.: +16% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 23% chance to evade melee and ranged attacks and 13 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Spellpower: +3 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+4 eff.) Armour: +1 Fatigue: +1% Damage (Melee): 5 cold Changes stats: +2 Dex Changes resistances: +5% cold Changes damage: +3% cold 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. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +2 Str / +2 Dex / +3 Mag / +3 Wil Changes resistances: +6% light Physical save: +6 (+3 eff.) See invisible: +3 A pointy cloth hat, very wizardly... |
![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +5% lightning / +7% temporal A cap made of leather. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 |
![]() Beregar (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +6% mind / +3% nature Changes resistances penetration: +20% mind Mental save: +15 (+10 eff.) Disease immunity: +20% Silence immunity: +20% Confusion immunity: +20% Maximum psi: +10.00 A suit of armour made of mail. |
![]() Radhakalthobar (13 def, 8 armour) Requires: - Heavy armour training - Strength 28 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +13 (+6 eff.) Fatigue: +12% Changes stats: +1 Wil Changes resistances: +27% blight / +6% temporal / +22% darkness / +9% nature Mental save: +12 (+8 eff.) Light radius: +2 A suit of armour made of mail. |
![]() impenetrable dwarven-steel mail armour of Eyal (3 def, 18 armour) Requires: - Heavy armour training - Strength 28 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +18 Defense: +3 (+1 eff.) Fatigue: +12% Life regen: +3.00 Maximum life: +34.00 Healing mod.: +11% A suit of armour made of mail. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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 (+2 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.00 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. |
![]() Powered 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 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. |
![]() 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. |
![]() 2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +8 Cun Changes resistances: +15% lightning Changes damage: +15% lightning Physical save: +18 (+9 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Armour: +2 Changes resistances: +6% blight / +3% nature / +9% acid It can be used to heal yourself and all friendly characters within 10 spaces for 290 Activation puts all charms on cooldown for 15 turns. When used: * Reduce 1 talent cooldowns by 2. * Increase the duration of 2 beneficial effects by 1. * Increase all damage penetration by 15% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Issesus the ash wand of conjuration [power 170] (15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Damage when hit (Melee): 6 temporal Changes stats: +6 Str / +5 Mag / +2 Wil Reduces incoming crit damage: 15.00% It can be used to fire a magical bolt dealing 170 fire damage Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 15% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() ash wand of shielding 'Ce'Nyldanne' [power 194] (20 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Changes stats: +2 Cun Changes resistances: +6% temporal Changes damage: +15% temporal Mental save: +18 (+11 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to create a shield absorbing up to 194 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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 Gwenhael the Higher Writhing One level 10
3rd Mirth 122nd year of Ascendancy at 23:11 see stats
By Gwenhael the Higher Writhing One level 16
3rd Flare 122nd year of Ascendancy at 10:51 see stats
By Gwenhael the Higher Writhing One level 10
5th Mirth 122nd year of Ascendancy at 15:33 see stats
By Gwenhael the Higher Writhing One level 15
3rd Flare 122nd year of Ascendancy at 03:44 see stats
Log
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a back to the tunnels here (press '' or right click to use).
Ran for 13 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.