Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! 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.
|
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Cornac |
Class | Shadowblade |
Level / Exp | 29 / 91% |
Size | medium |
Lifes / Deaths | Killed by Garin the green mold at level 7 on the 78th Pyre 122nd year of Ascendancy at 03:54 0 / 8Killed by Emima the fire drake hatchling at level 18 on the 44th Haze 122nd year of Ascendancy at 11:11 Killed by ritch flamespitter at level 24 on the 63rd Haze 122nd year of Ascendancy at 12:46 Killed by Bethiravea the ghoul at level 29 on the 6th Regrowth 123rd year of Ascendancy at 21:01 Killed by elder vampire at level 29 on the 6th Regrowth 123rd year of Ascendancy at 21:08 Killed by Layitha the eternal bone giant at level 29 on the 6th Regrowth 123rd year of Ascendancy at 23:59 Killed by Grand Corruptor at level 29 on the 10th Regrowth 123rd year of Ascendancy at 21:36 Killed by multi-hued drake at level 29 on the 11st Regrowth 123rd year of Ascendancy at 19:53 |
Primary Stats
Strength | 16 (base 16) |
Dexterity | 51 (base 34) |
Constitution | 24 (base 22) |
Magic | 58 (base 37) |
Willpower | 14 (base 10) |
Cunning | 68 (base 40) |
Resources
Life | -155/646 |
Mana | 9/288 |
Stamina | 58/194 |
Healing Factor | 1.3672674059366 |
Regeneration | 7.1781538811671 |
Speed
Mental | +10% |
Attack | 0% |
Movement | +15% |
Spell | 0% |
Global | +101.92255432478% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 5 |
See Stealth | 38.359308386465 |
See Invisible | 38.359308386465 |
Offense: Mainhand
Damage | 96 |
Accuracy | 63 |
Crit Chance | 51% |
APR | 32 |
Speed | 0.91 |
Offense: Offhand
Damage | 46 |
Accuracy | 63 |
Crit Chance | 49% |
APR | 30 |
Speed | 0.91 |
Offense: Spell
Spellpower | 63 |
Crit Chance | 18% |
Speed | 1 |
Offense: Mind
Mindpower | 52 |
Crit Chance | 18% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +20% |
Temporal | +15% |
Mind | +18% |
Physical | +6% |
Cold | +9% |
All | 0% |
Offense: Damage Penetration
Cold | +15% |
Mind | +20% |
Fire | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 19 (44.574340358689%) |
Defense | 71 |
Ranged Defense | 71 |
Fatigue | 0 |
Physical Save | 43 |
Spell Save | 30 |
Mental Save | 40 |
Defense: Resistances
Acid | + 15%( 70%) |
Blight | + 15%( 70%) |
Physical | + 2%( 70%) |
Cold | + 23%( 70%) |
All | 0%( 70%) |
Darkness | + 18%( 70%) |
Light | + 3%( 70%) |
Mind | + 12%( 70%) |
Fire | + 6%( 70%) |
Nature | + 3%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Confusion Resistance | 48% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 345 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -619 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1237 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (0 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 29% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Class Talents
Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 4/5 |
Cunning / Stealth | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 4/5 |
Spell / Temporal | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Duelist | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Phantasm | 1.00 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Ambush | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Parasite | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| 5/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Old Forest. Escort: temporal explorer (level 4 of Old Forest)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 have explored the Old Forest and vanquished Shardskin. * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. | 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. | 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 AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed skeleton mage skull. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed pouch of bone giant dust. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed length of troll intestine. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
On feet | Betibeth the pair of rough leather boots (0 def, 1 armour) Betibeth the pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +1 Physical crit. chance: +2.0% Armour: +1 Changes stats: +2 Dex / +2 Cun / +2 Con Changes resistances: +3% fire Changes damage: +6% physical Critical mult.: +5.00% Physical save: +11 (+4 eff.) Mental save: +12 (+4 eff.) A pair of boots made of leather. |
Quiver | high-capacity pouch of dwarven-steel shots of crippling (57/57, 135% power, 3 apr) high-capacity pouch of dwarven-steel shots of crippling (57/57, 135% power, 3 apr)Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Power: 135% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +13.0% Capacity: 57 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Ammo reloads per turn: +2 Shots are used with slings to pummel your foes to death. |
Light source | alchemist's lamp 'Erelyndur' alchemist's lamp 'Erelyndur'Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +2 Physical crit. chance: +3.0% Physical power: +22 (+5 eff.) Changes stats: +2 Dex / +3 Wil Changes resistances: +2% physical / +3% darkness / +3% nature Critical mult.: +14.00% Physical save: +9 (+3 eff.) Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Fanged Collar Fanged Collar0.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It's a head... but is it yours? |
On hands | alchemist's drakeskin leather gloves (0 def, 3 armour) alchemist's drakeskin leather gloves (0 def, 3 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Damage (Melee): 8 acid / 3 fire / 6 cold / 7 lightning Changes stats: +4 Mag / +4 Wil When used to modify unarmed attacks: Power: 132% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +9 ice / +14 fire / +20 acid / +9 lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Glacierglory the dwarven-steel torque of mindblast [power 220] (15 cooldown) Glacierglory the dwarven-steel torque of mindblast [power 220] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Damage when hit (Melee): 2 cold Changes resistances: +12% mind / +3% fire Changes resistances penetration: +5% fire / +15% cold Changes damage: +9% cold It can be used to blast the opponent's mind dealing 260 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 2 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
On fingers | stralite ring 'Betugath' stralite ring 'Betugath'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour penetration: +6 Physical crit. chance: +2.0% Defense: +30 (+8 eff.) Changes resistances penetration: +20% mind Critical mult.: +20.00% Mental save: +13 (+4 eff.) Confusion immunity: +38% Stamina each turn: +3.00 Rings make your fingers look great! |
On fingers | gold Windborne Azurite ring gold Windborne Azurite ringRequires: - Level 15 Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +10 Defense: +11 (+3 eff.) Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.6 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! This item has been sent to the Item's Vault. |
Around neck | Fanged Collar Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+5 eff.) Spell save: +15 (+7 eff.) Mental save: -7 (-3 eff.) Maximum life: +20.00 You have died, but that does not bother the collar at all... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
In main hand | stralite dagger 'Skyquick' (135% power, 9 apr) stralite dagger 'Skyquick' (135% power, 9 apr)Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 136% Range: 1.3x Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage (radius 1) on hit: +12 temporal Damage (radius 2) on crit: +16 lightning When wielded/worn: Accuracy: +15 (+4 eff.) Changes stats: +5 Dex Changes damage: +18% mind / +15% temporal Combat speed: +10% Sharp, short and deadly. |
Around waist | reinforced hardened leather belt of resilience reinforced hardened leather belt of resilienceInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +9 Defense: +10 (+3 eff.) Physical save: +14 (+5 eff.) Maximum life: +39.00 A belt that goes around your waist. |
In off hand | acidic dwarven-steel dagger of evisceration (118% power, 7 apr) acidic dwarven-steel dagger of evisceration (118% power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 118% Range: 1.3x Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon crit: * Wound the target dealing 244 physical damage across 5 turns and reducing healing by 50% * Splash the target with acid dealing 174 damage over 5 turns and reducing armor and accuracy by 22 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Sharp, short and deadly. |
Cloak | enveloping cashmere cloak of the Shaloren (12 def, 0 armour) enveloping cashmere cloak of the Shaloren (12 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +12 (+3 eff.) Changes stats: +2 Mag / +2 Wil Physical save: +8 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | hardened leather armour 'Noonbreaker' (9 def, 6 armour) hardened leather armour 'Noonbreaker' (9 def, 6 armour)Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+3 eff.) Fatigue: +8% Damage when hit (Melee): 8 light Changes stats: +3 Cun Changes resistances: +3% light / +23% cold Life regen: +5.00 Maximum life: +64.00 Healing mod.: +25% A suit of armour made of leather. |
Inventory
heroism infusion of the wizard (die at -432; dur 7; cd 28) heroism infusion of the wizard (die at -432; dur 7; cd 28)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -432 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 863 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level. biting gale rune (damage 52; dur 4; cd 17)biting gale rune (damage 52; dur 4; cd 17) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use 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 direct a cone of chilling stormwind doing 52.32 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the sneak (regen 1243% over 10 turns; mana 62; cd 13) manasurge rune of the sneak (regen 1243% over 10 turns; mana 62; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1243% for 10 turns (0 total) and instantly restoring 62 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Belodar the Thunderpanic Belodar the ThunderpanicInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 2 lightning Changes resistances: +24% lightning / +9% acid Changes resistances penetration: +10% lightning / +25% acid Changes damage: +6% lightning Stun/Freeze immunity: +24% Amulets make your neck look great! |
restful steel amulet of healing restful steel amulet of healingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -6% Cut immunity: +50% Life regen: +2.00 Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 282 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Veluvena the steel ring Veluvena the steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +20 (+5 eff.) Changes stats: +3 Str Changes resistances: +12% arcane Changes damage: +12% arcane / +12% mind Critical mult.: +20.00% Hate when firing a critical mind attack: +2.00 Rings make your fingers look great! |
Xanetta XanettaPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Damage when hit (Melee): 4 physical Changes stats: +5 Mag / +1 Wil Changes resistances penetration: +5% arcane Only die when reaching: -80.00 life Spellpower: +8 (+2 eff.) Spell crit. chance: +2% Mindpower: +7 (+2 eff.) Rings make your fingers look great! |
steel ring steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings make your fingers look great! |
Crystalline Dwarven-steel dagger (121% power, 7 apr) Crystalline Dwarven-steel dagger (121% power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Power: 122% Range: 1.3x Uses stats: 50% Cun, 50% Dex Damage type: Arcane Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +3 Wil / +3 Con Changes damage: +10% arcane Spellpower: +12 (+3 eff.) It can be used to recover the Crystal Focus (destroys this weapon) Activation costs 1 power out of 1/1. Sharp, short and deadly. Transformed with the power of the Spellblaze. |
This item will automatically be transmogrified when you leave the level. Glimmerquench the steel dagger (101% power, 6 apr)Glimmerquench the steel dagger (101% power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 101% Range: 1.3x Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +8 (+2 eff.) Defense: +7 (+2 eff.) Changes resistances: +9% acid / +3% light / +6% fire / +6% cold / +9% lightning / +12% darkness Spell save: +3 (+1 eff.) Disarm immunity: +32% Mental crit. chance: +1% Light radius: +1 Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. steel greatmaul 'Floeimmortal' (135% power, 2 apr)steel greatmaul 'Floeimmortal' (135% power, 2 apr) Requires: - Strength 16 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 136% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 20% chance to reduce all saves and defense by 32 Damage (Melee): +12 cold / +4 mind Damage (radius 2) on crit: +8 cold When wielded/worn: Accuracy: +16 (+4 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 32 Changes stats: +5 Dex Changes resistances: +3% mind Changes resistances penetration: +5% mind / +25% arcane Combat speed: +10% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. Turelesin the Brightquell (139% power, 4 apr)Turelesin the Brightquell (139% power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 139% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes stats: +2 Dex / +6 Mag / +2 Cun Changes resistances: +5% arcane / +6% darkness Changes resistances penetration: +20% fire Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. infernal yew vilestaff of channeling (120% power, 4 apr, blight element)infernal yew vilestaff of channeling (120% power, 4 apr, blight element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage (Melee): 16 fire Changes damage: +20% blight Talent granted: +1 Command Staff Critical mult.: +16.00% Mana each turn: +0.21 Spellpower: +22 (+5 eff.) Spell crit. chance: +3% See invisible: +14 It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. potent yew vilestaff of fate (124% power, 4 apr, blight element)potent yew vilestaff of fate (124% power, 4 apr, blight element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 124% Range: 1.2x 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 damage: +22% blight Talent granted: +1 Command Staff Physical save: +7 (+3 eff.) Spell save: +5 (+2 eff.) Mental save: +9 (+3 eff.) Spellpower: +12 (+3 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. cashmere robe of alchemy (0 def, 0 armour)cashmere robe of alchemy (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +12% acid / +13% physical / +13% fire / +12% cold / +11% all Changes damage: +8% acid / +14% physical / +11% fire / +10% cold Talent cooldown: Refit Golem (-3 turns) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. Byrarohir (0 def, 3 armour)Byrarohir (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -6% Changes stats: +4 Dex / +4 Mag / +7 Wil Changes resistances penetration: +15% mind Critical mult.: +20.00% Maximum encumbrance: +25 Physical save: +10 (+4 eff.) A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. The Face of Fear (8 def, 0 armour)The Face of Fear (8 def, 0 armour) Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +6 Cun / +8 Wil Talent mastery: +0.20 Cursed / Fears Fear immunity: +60% Mindpower: +16 (+5 eff.) It can be used to activate talent Instill Fear (costing 18 power out of 45/45) : Effective talent level: 2.0 Power cost: 18 out of 45/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 18.88 mind and 16.00 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 18% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 17. Terrified: Deals 4.13 mind and 3.50 darkness damage per turn and increases cooldowns by 28%. Haunted: Causes the target to suffer 7.36 mind and 6.24 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
This item will automatically be transmogrified when you leave the level. cleansing cured leather armour of stability (6 def, 4 armour)cleansing cured leather armour of stability (6 def, 4 armour) Requires: - Strength 14 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Changes resistances: +12% blight / +7% physical / +12% nature Physical save: +11 (+4 eff.) A suit of armour made of leather. |
nimble reinforced leather armour of Eyal (18 def, 7 armour) nimble reinforced leather armour of Eyal (18 def, 7 armour)Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +18 (+5 eff.) Fatigue: +8% Changes stats: +5 Dex Life regen: +8.00 Maximum life: +30.00 Movement speed: +20% Healing mod.: +14% A suit of armour made of leather. |
aquamarine 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. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 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. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 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. |
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. |
3 jade 3 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern 'Dimhunter' brass lantern 'Dimhunter'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 39% Changes resistances: +6% darkness Changes damage: +3% acid / +3% darkness Maximum life: +44.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Skull of the Rat Lich Skull of the Rat LichPowered by arcane forces 1.00 Encumbrance. [Unique] Type: tool / skull ; tier 3 When wielded/worn: Damage when hit (Melee): 12 darkness Spellpower: +10 (+2 eff.) Spell crit. chance: +4% It can be used to raise one or two undead rats to fight beside you Activation costs 70 power out of 70/70. This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. |
amethyst 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. |
2 quartz 2 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. |
Achievements
By super`radish the Cornac Shadowblade level 24
75th Haze 122nd year of Ascendancy at 02:49 see stats
By super`radish the Cornac Shadowblade level 29
10th Regrowth 123rd year of Ascendancy at 08:51 see stats
By super`radish the Cornac Shadowblade level 20
49th Haze 122nd year of Ascendancy at 03:22 see stats
By super`radish the Cornac Shadowblade level 21
56th Haze 122nd year of Ascendancy at 12:12 see stats
By super`radish the Cornac Shadowblade level 24
75th Haze 122nd year of Ascendancy at 03:22 see stats
By super`radish the Cornac Shadowblade level 10
8th Mirth 122nd year of Ascendancy at 02:12 see stats
By super`radish the Cornac Shadowblade level 20
48th Haze 122nd year of Ascendancy at 03:43 see stats
By super`radish the Cornac Shadowblade level 27
2nd Decay 122nd year of Ascendancy at 15:25 see stats
By super`radish the Cornac Shadowblade level 26
80th Haze 122nd year of Ascendancy at 16:36 see stats
By super`radish the Cornac Shadowblade level 15
50th Dusk 122nd year of Ascendancy at 05:52 see stats
By super`radish the Cornac Shadowblade level 9
3rd Mirth 122nd year of Ascendancy at 14:59 see stats
By super`radish the Cornac Shadowblade level 24
75th Haze 122nd year of Ascendancy at 02:49 see stats
By super`radish the Cornac Shadowblade level 23
60th Haze 122nd year of Ascendancy at 10:39 see stats
By super`radish the Cornac Shadowblade level 13
15th Dusk 122nd year of Ascendancy at 21:30 see stats
By super`radish the Cornac Shadowblade level 19
45th Haze 122nd year of Ascendancy at 07:31 see stats
By super`radish the Cornac Shadowblade level 25
80th Haze 122nd year of Ascendancy at 08:48 see stats
By super`radish the Cornac Shadowblade level 17
42nd Haze 122nd year of Ascendancy at 14:08 see stats
Log
super`radish receives 39 healing from Temporal Restoration Field.
Greater multi-hued wyrm breathes fire!
super`radish reacts to damage from Greater multi-hued wyrm, mitigating the blow!.
Multi-hued drake breathes sand!
super`radish reacts to damage from Multi-hued drake, mitigating the blow!.
Multi-hued drake breathes sand!
super`radish reacts to damage from Multi-hued drake, mitigating the blow!.
Multi-hued drake hatchling shrugs off the effect 'Blinded'!
Multi-hued drake hits Multi-hued drake hatchling for 169 physical damage.
Multi-hued drake hits Multi-hued drake for 140 physical damage.
Multi-hued drake hits Multi-hued drake hatchling for 169 physical damage.
Multi-hued drake hits Something for 169 physical damage.
Multi-hued drake hits super`radish for (41 reacted , -4 stam), 114 physical (114 total damage).
Multi-hued drake hits Greater multi-hued wyrm for 115 physical damage.
Burning from Multi-hued drake hits Multi-hued drake hatchling for 68 fire damage.
Burning from Multi-hued drake hits Multi-hued drake hatchling for 58 fire damage.
Multi-hued drake hits Multi-hued drake hatchling for 157 physical damage.
Multi-hued drake hits Multi-hued drake hatchling for 157 physical damage.
Multi-hued drake hits Something for 157 physical damage.
Multi-hued drake hits Multi-hued drake hatchling for 157 physical damage.
Multi-hued drake hits Multi-hued drake hatchling for 157 physical damage.
Multi-hued drake hits Something for 157 physical damage.
Multi-hued drake hits super`radish for (38 reacted , -4 stam), 106 physical (106 total damage).
Multi-hued drake hits Multi-hued drake for 130 physical damage.
Multi-hued drake hits Multi-hued drake hatchling for 157 physical damage.
Multi-hued drake hits Greater multi-hued wyrm for 107 physical damage.
Burning from Multi-hued drake hits Multi-hued drake hatchling for 58 fire damage.
Burning from Multi-hued drake hits Greater multi-hued wyrm for 44 fire damage.
Greater multi-hued wyrm hits super`radish for (38 reacted , -4 stam), 106 fire (106 total damage).
super`radish the level 29 cornac shadowblade was minced to death by a multi-hued drake on level 1 of Intimidating Cave.