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.
|
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Ghoul |
Class | Reaver |
Level / Exp | 20 / 59% |
Size | medium |
Lifes / Deaths | Killed by Weirdling Beast at level 20 on the 60th Dusk 122nd year of Ascendancy at 01:18 / 1 |
Primary Stats
Strength | 73 (base 43) |
Dexterity | 20 (base 11) |
Constitution | 33 (base 10) |
Magic | 58 (base 48) |
Willpower | 13 (base 10) |
Cunning | 17 (base 10) |
Resources
Life | -143/653 |
Vim | 0/253 |
Healing Factor | 1.1789294477288 |
Regeneration | 5.0104501528473 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +80% |
Vision
Sight | 10 |
Lite | 4 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 75 |
Accuracy | 53 |
Crit Chance | 12% |
APR | 27 |
Speed | 1.00 |
Offense: Offhand
Damage | 46 |
Accuracy | 53 |
Crit Chance | 4% |
APR | 27 |
Speed | 1.00 |
Offense: Spell
Spellpower | 39 |
Crit Chance | 3% |
Speed | 1 |
Offense: Mind
Mindpower | 15 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
Acid | +10% |
Cold | +15% |
Nature | +10% |
Blight | +5% |
Physical | +5% |
Fire | +12% |
All | 0% |
Offense: Damage Penetration
Light | +10% |
Mind | +5% |
Defense: Base
Armour (hardiness) | 66.292304923968 (87.807182003187%) |
Defense | 44 |
Ranged Defense | 44 |
Fatigue | 25 |
Physical Save | 40 |
Spell Save | 22 |
Mental Save | 10 |
Defense: Resistances
Acid | + 34%( 70%) |
Blight | + 17%( 70%) |
Arcane | + 16%( 70%) |
Cold | + 42%( 70%) |
All | + 11%( 70%) |
Lightning | + 22%( 70%) |
Physical | + 14%( 70%) |
Darkness | + 14%( 70%) |
Fire | + 14%( 70%) |
Nature | + 59%( 70%) |
Defense: Immunities
Stun Resistance | 60% |
Bleed Resistance | 100% |
Fear Resistance | 100% |
Instadeath Resistance | 100% |
Poison Resistance | 80% |
Disarm Resistance | 35% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 271 damage for 4 turns. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 112 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 62 with a minimum range of 15. Its effects scale with your Constitution stat. |
Class Talents
Corruption / Scourge | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Reaving combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Vim | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Rot | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Corruption / Sanguisuge | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Bone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Corruption / Plague | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Corruption / Vile life | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Undead / Ghoul | 1.10 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Torment | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 1/5 |
| 0/5 |
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 grave | active |
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 successfully escorted the temporal explorer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: temporal explorer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Foresight (+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 Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed vial of squid ink. * You've found the needed wretchling eyeball. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * '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.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed red crystal shard. | active |
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 | Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Quiver | Silabreba the pouch of iron shots (19/19, 21-25 power, 1 apr) Silabreba the pouch of iron shots (19/19, 21-25 power, 1 apr)Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 21.0 - 25.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +10.0% Capacity: 19 On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) On weapon crit: * Wound the target dealing 221 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +16 arcane Damage (radius 1) on hit: +20 temporal Shots are used with slings to pummel your foes to death. |
Light source | brass lantern 'Radiancevenom' brass lantern 'Radiancevenom'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +1 Armour: +4 Changes stats: +1 Wil Changes resistances penetration: +10% light Only die when reaching: -20.00 life Maximum life: +41.00 Maximum stamina: +30.00 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. |
On head | hardened leather cap 'Plaguewar' (6 def, 9 armour) hardened leather cap 'Plaguewar' (6 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +9 Defense: +6 (+2 eff.) Fatigue: +3% Effects on melee hit: * 20% chance to reduce armor by 31% Changes resistances: +3% darkness / +18% nature / +4% all Physical save: +6 (+2 eff.) A cap made of leather. |
On hands | dwarven-steel gauntlets 'Silatha' (10 def, 8 armour) dwarven-steel gauntlets 'Silatha' (10 def, 8 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +8 Defense: +10 (+4 eff.) Fatigue: +3% Damage (Melee): 7 physical Changes stats: +4 Dex Changes resistances: +3% acid / +5% arcane / +6% nature Changes damage: +5% physical Disarm immunity: +10% Maximum life: +20.00 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. |
Tool | 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. |
On fingers | warrior's copper ring of nature (+20%) warrior's copper ring of nature (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +20% nature Changes damage: +10% nature Rings make your fingers look great! |
On fingers | rogue's copper ring of corrosion (+20%) rogue's copper ring of corrosion (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Changes resistances: +20% acid Changes damage: +10% acid Rings make your fingers look great! |
Around neck | copper amulet 'Nahell' copper amulet 'Nahell'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex Changes resistances: +15% cold / +3% fire Changes resistances penetration: +5% mind Critical mult.: +5.00% Life regen: +4.00 Amulets make your neck look great! |
In main hand | Crooked Club (25-35 power, 4 apr) Crooked Club (25-35 power, 4 apr)Requires: - Strength 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Base power: 25.0 - 35.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) Damage (Melee): +14 % chance of confusion / +30 physical When wielded/worn: Accuracy: +12 (+4 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
Around waist | reinforced rough leather belt of unlife reinforced rough leather belt of unlifePowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +6 Defense: +6 (+2 eff.) Changes resistances: +6% blight Physical save: +11 (+3 eff.) The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
In off hand | Blastjustice the dwarven-steel mace (27-38 power, 4 apr) Blastjustice the dwarven-steel mace (27-38 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 27.0 - 37.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Accuracy: +8 (+3 eff.) Physical power: +5 (+1 eff.) Defense: +7 (+3 eff.) Changes stats: +1 Con Changes resistances: +3% acid / +3% physical / +9% lightning Physical save: +6 (+2 eff.) Disarm immunity: +25% Blunt and deadly. |
Cloak | Ulygund the Shinespike (16 def, 2 armour) Ulygund the Shinespike (16 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +2 Defense: +16 (+6 eff.) Damage when hit (Melee): 6 light Changes stats: +2 Cun / +1 Dex Changes resistances: +3% lightning Changes damage: +3% fire Stun/Freeze immunity: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Kindleidol (3 def, 16 armour) Kindleidol (3 def, 16 armour)Requires: - Heavy armour training - Strength 28 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +16 Defense: +3 (+1 eff.) Fatigue: +12% Changes stats: +4 Str Changes damage: +9% fire Stamina each turn: +3.00 Only die when reaching: -40.00 life Maximum stamina: +10.00 A suit of armour made of mail. |
Inventory
Dimveil DimveilInfused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 9% Changes stats: +2 Cun / +1 Mag Changes resistances: +11% nature / +11% blight Poison immunity: +22% Disease immunity: +20% See invisible: +6 Amulets make your neck look great! |
copper amulet of dexterity (+3) copper amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex Amulets make your neck look great! |
copper ring of luminosity copper ring of luminosityPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage (Melee): 12 light Damage (Ranged): 15 light Changes stats: +3 Mag Changes damage: +11% light Rings make your fingers look great! |
Rimepall (32-44 power, 4 apr) Rimepall (32-44 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 31.5 - 44.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Damage (radius 2) on crit: +12 cold When wielded/worn: Changes stats: +1 Str / +5 Dex / +2 Wil Infravision radius: +2 Sharp, long, and deadly. |
Xanutira the Icevenom (12-18 power, 2 apr) Xanutira the Icevenom (12-18 power, 2 apr)Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% On weapon hit: * 11% chance to reduce all saves and defense by 10 Damage (Melee): +5 mind When wielded/worn: Changes stats: +2 Cun / +1 Wil Changes resistances: +3% blight Changes resistances penetration: +20% cold Changes damage: +6% blight / +3% cold Mental save: +3 (+3 eff.) Disarm immunity: +10% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Blunt and deadly. |
balanced iron mace of erosion (12-16 power, 2 apr) balanced iron mace of erosion (12-16 power, 2 apr)Requires: - Strength 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% Damage (Melee): +6 nature When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +5 (+2 eff.) Disarm immunity: +23% Blunt and deadly. |
iron mace 'Sleetusher' (14-19 power, 2 apr) iron mace 'Sleetusher' (14-19 power, 2 apr)Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 13.5 - 18.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% Damage (Melee): +5 darkness Damage against: +5% Living When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 10 Damage when hit (Melee): 6 lightning / 4 cold Changes resistances: +3% lightning Changes resistances penetration: +5% mind / +10% cold Changes damage: +3% cold Blunt and deadly. |
iron mace of massacre (18-25 power, 2 apr) iron mace of massacre (18-25 power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 18.0 - 25.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% Blunt and deadly. |
iron mace of massacre (17-24 power, 2 apr) iron mace of massacre (17-24 power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 17.0 - 23.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% Blunt and deadly. |
Arcquick (12-18 power, 2 apr) Arcquick (12-18 power, 2 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 113 damage over 5 turns and reducing armor and accuracy by 15 Damage (Melee): +4 lightning When wielded/worn: Changes stats: +3 Cun Equilibrium when hit: +0.04 Mental crit. chance: +3% One-handed war axes. |
iron waraxe (12-16 power, 2 apr) iron waraxe (12-16 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% One-handed war axes. |
iron waraxe (13-18 power, 2 apr) iron waraxe (13-18 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% One-handed war axes. |
Bethiletira the Dimtorrent Bethiletira the DimtorrentCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 9% Changes stats: +4 Dex / +4 Cun / +5 Lck Changes damage: +9% darkness Trap disarming bonus: +6 Stealth bonus: +5 Infravision radius: +4 A belt that goes around your waist. |
Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+5 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
thick linen cloak (1 def, 6 armour) thick linen cloak (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+1 eff.) Changes resistances: +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
focusing linen robe (0 def, 0 armour) focusing linen robe (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +5 Mag / +5 Wil Changes resistances: +7% all Mana each turn: +0.10 Psi each turn: +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe of light (+15%) (0 def, 0 armour) linen robe of light (+15%) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +15% light / +7% all Changes damage: +10% light A cloth vestment. It offers no intrinsic protection but can be enchanted. |
sand hardened leather gloves of strength (+2) (0 def, 9 armour) sand hardened leather gloves of strength (+2) (0 def, 9 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +9 Damage (Melee): 5 physical Changes stats: +2 Str Changes damage: +4% physical 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. |
steady iron gauntlets of magic (+3) (0 def, 1 armour) steady iron gauntlets of magic (+3) (0 def, 1 armour)Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +1 Fatigue: +1% Changes stats: +3 Mag Changes damage: +4% arcane Physical save: +5 (+1 eff.) Mental save: +5 (+5 eff.) Disarm immunity: +20% 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. |
Manugolach the Blindmarrow (0 def, 3 armour) Manugolach the Blindmarrow (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Con Changes resistances: +6% blight / +3% temporal / +6% darkness Changes resistances penetration: +5% mind A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Nightguile (15 def, 4 armour) Nightguile (15 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +1 Physical power: +4 (+1 eff.) Armour: +4 Defense: +15 (+5 eff.) Fatigue: +4% Effects on melee hit: * 10% chance to reduce damage dealt by 9% Changes stats: +3 Str / +2 Con Changes resistances: +1% physical Changes damage: +9% physical Only die when reaching: -20.00 life See invisible: +9 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Sootmark (0 def, 1 armour) Sootmark (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 20% chance to reduce damage dealt by 9% Changes resistances: +3% nature / +7% cold Allows you to breathe in: water Disease immunity: +20% A cap made of leather. |
clarifying linen wizard hat (1 def, 0 armour) clarifying linen wizard hat (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Cun Mental save: +6 (+6 eff.) A pointy cloth hat, very wizardly... |
iron helm 'Eremebers' (0 def, 3 armour) iron helm 'Eremebers' (0 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Cun / +2 Wil Changes resistances: +3% light / +3% darkness Changes resistances penetration: +10% acid Changes damage: +3% acid Confusion immunity: +20% Maximum life: +40.00 Mindpower: +3 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm of constitution (+3) (0 def, 3 armour) iron helm of constitution (+3) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Con A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Stokenigh' (0 def, 1 armour) rough leather cap 'Stokenigh' (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +12% lightning / +6% temporal / +9% darkness / +5% arcane / +3% acid Changes damage: +3% fire A cap made of leather. |
iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% A suit of armour made of mail. |
Satyrgash the rough leather armour (3 def, 2 armour) Satyrgash the rough leather armour (3 def, 2 armour)Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% Changes stats: +1 Dex Changes resistances penetration: +10% nature Life regen: +3.90 Maximum life: +31.00 Maximum vim: +40.00 Spellpower: +5 (+2 eff.) Healing mod.: +11% A suit of armour made of leather. |
cleansing iron plate armour of resilience (0 def, 7 armour) cleansing iron plate armour of resilience (0 def, 7 armour)Requires: - Massive armour training - Strength 22 Infused by nature Infused by arcane disrupting forces 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Fatigue: +22% Changes resistances: +11% nature / +10% blight Maximum life: +20.00 A suit of armour made of metal plates. |
cleansing steel plate armour of acid resistance (0 def, 9 armour) cleansing steel plate armour of acid resistance (0 def, 9 armour)Requires: - Massive armour training - Strength 28 Infused by arcane disrupting forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Changes resistances: +18% acid / +10% nature / +10% blight A suit of armour made of metal plates. |
prismatic iron plate armour (0 def, 7 armour) prismatic iron plate armour (0 def, 7 armour)Requires: - Massive armour training - Strength 22 Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Fatigue: +22% Changes resistances: +11% light / +11% darkness A suit of armour made of metal plates. |
15 agate 15 agate0.00 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. |
149 alchemist agate 149 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
8 aquamarine 8 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. |
9 opal 9 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz 5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+4 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "The Illusory Castle" Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
8 spinel 8 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 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. |
Guvon GuvonInfused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +15 (+4 eff.) Changes stats: +1 Con Changes resistances: +3% all Changes damage: +9% physical Spell save: +6 (+3 eff.) Hate when firing a critical mind attack: +3.00 Only die when reaching: -40.00 life 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. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(56 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern of health brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: 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. |
survivor's brass lantern of health survivor's brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 (+2 eff.) Maximum life: +40.00 Light radius: +3 Healing mod.: +12% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Rod of Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
elm totem of healing [power 110] (15 cooldown) elm totem of healing [power 110] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 110 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
elm totem of healing 'Blizzardbliss' [power 122] (15 cooldown) elm totem of healing 'Blizzardbliss' [power 122] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes resistances: +3% cold / +3% fire Changes damage: +6% acid Only die when reaching: -80.00 life Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to heal yourself and all friendly characters within 10 spaces for 122 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
4 amethyst 4 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. |
9 ametrine 9 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine 4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon 7 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Agoge the Ghoul Reaver level 19
54th Dusk 122nd year of Ascendancy at 07:26 see stats
By Agoge the Ghoul Reaver level 10
2nd Summertide 122nd year of Ascendancy at 15:07 see stats
By Agoge the Ghoul Reaver level 20
56th Dusk 122nd year of Ascendancy at 19:12 see stats
By Agoge the Ghoul Reaver level 13
29th Dusk 122nd year of Ascendancy at 00:13 see stats
By Agoge the Ghoul Reaver level 17
51st Dusk 122nd year of Ascendancy at 04:21 see stats
Log
Shadow resists the disease!
Shadow hits Agoge for 6 physical, 5 healing (6 total damage) [5 healing].
Acid Splash from Agoge hits Shadow for 9 acid damage.
Melee retaliation hits Shadow for 10 blight, 12 light (22 total damage).
Weirdling Beast is fully armored again.
Weirdling Beast regains their balance.
Weirdling Beast uses Mind Sear.
Weirdling Beast hits Agoge for 161 mind damage.
Agoge regains balance.
Talent Virulent Strike is ready to use.
Acid Splash from Weirdling Beast hits Agoge for 11 acid damage.
Shadow hits Agoge for 9 physical, 5 healing (9 total damage) [5 healing].
Melee retaliation hits Shadow for 10 blight, 12 light (22 total damage).
Acid Splash from Agoge hits Shadow for 9 acid damage.
Weirdling Beast feels pain again.
Agoge performs a melee critical strike against Weirdling Beast!
Weirdling Beast shrugs off the effect 'Armor Corroded'!
Weirdling Beast's spell attains critical power!
Agoge hits Weirdling Beast for 140 physical, 28 physical, 7 physical, 57 physical, 7 physical (238 total damage).
Weirdling Beast casts Taint: Devourer.
Agoge is free from the acid.
Taint: Devourer hits Weirdling Beast for 93 healing, 93 healing (0 total damage) [186 healing].
Agoge overcomes the gloom.
Talent Corrupting Strike is ready to use.
Shadow misses Agoge.
Acid Splash from Agoge hits Shadow for 9 acid damage.
Weirdling Beast uses Mind Sear.
Weirdling Beast hits Agoge for 154 mind damage.
Agoge the level 20 ghoul reaver was mentally tortured to death by Weirdling Beast and slowly consumed on level 1 of Yiilkgur, the Sher'Tul Fortress.