Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | UI Pack: Plumpkins! 1.6.0Cosmetic pack! Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Shimmer Pack: Pyromania 1.6.0Cosmetic pack! Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Cornac |
Class | Adventurer |
Level / Exp | 20 / 72% |
Size | medium |
Lifes / Deaths | Killed by Slaurgum the halfling at level 20 on the 24th Regrowth 123rd year of Ascendancy at 21:54 / 2Killed by Xina the copperhead snake at level 20 on the 33rd Regrowth 123rd year of Ascendancy at 15:34 |
Primary Stats
Strength | 40 (base 27) |
Dexterity | 22 (base 12) |
Constitution | 34 (base 31) |
Magic | 52 (base 38) |
Willpower | 17 (base 12) |
Cunning | 20 (base 12) |
Resources
Mana | 179/269 |
Vim | 142/181 |
Life | -355/407 |
Paradox | 312 |
Insanity | 0/100 |
Healing Factor | 1.2853365646231 |
Regeneration | 0.32133414115578 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 4 |
See Stealth | 21.229836503296 |
See Invisible | 24.229836503296 |
ESP Range | 10 |
ESP Kinds | undead |
Offense: Mainhand
Damage | 67 |
Accuracy | 42 |
Crit Chance | 24% |
APR | 3 |
Speed | 1.00 |
Offense: Offhand
Damage | 45 |
Accuracy | 42 |
Crit Chance | 20% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 41 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 22 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Physical | +9% |
Acid | +33% |
Light | +20% |
Nature | +9% |
Lightning | +3% |
Arcane | +4% |
Cold | +11% |
All | 0% |
Offense: Damage Penetration
Acid | +20% |
Blight | +15% |
Physical | +10% |
Darkness | +15% |
Nature | +5% |
Defense: Base
Armour (hardiness) | 13.118138619369 (56.297102139833%) |
Defense | 35 |
Ranged Defense | 35 |
Fatigue | 14 |
Physical Save | 24 |
Spell Save | 25 |
Mental Save | 18 |
Defense: Resistances
Acid | + 57%( 70%) |
Blight | + 11%( 70%) |
Arcane | + 13%( 70%) |
Cold | + 27%( 70%) |
All | + 6%( 70%) |
Lightning | + 21%( 70%) |
Light | + 43%( 70%) |
Temporal | + 9%( 70%) |
Darkness | + 17%( 70%) |
Nature | + 19%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 22% |
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. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random mental effect and reduce all damage taken by 28% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 96 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
Demented / Friend of the worm | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Demented / Slow death | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Reaving combat | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Guardian | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Chronomancy / Blade Threading | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Generic Talents
Spell / Spectre | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Demonic strength | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Aegis | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 2/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 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 lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 Shade. | 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. * 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. | 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 precision. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Agrimley the hermit needs your help making an elixir of focus. 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.' * You've found the needed skeleton mage skull. * You've found the needed sandworm tooth. 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 length of troll intestine. * You've found the needed bloated horror heart. * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Equipment
On feet | Glorosetira (30 def, 3 armour) Glorosetira (30 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Physical power: +10 (+3 eff.) Armour: +3 Defense: +30 (+11 eff.) Fatigue: +2% Changes stats: +2 Cun / +2 Dex It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 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 112% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | Runenarichak the Shinestinger (20/20, 16-22 power, 5 apr) Runenarichak the Shinestinger (20/20, 16-22 power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 16.0 - 22.4 Uses stats: 50% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +1.0% Capacity: 20 Turns elapse between self-loadings: 3 On weapon hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage (Ranged): +12 temporal Damage (radius 1) on hit: +12 light / +4 temporal Damage (radius 2) on crit: +4 temporal Arrows are used with bows to pierce your foes to death. |
Light source | 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.(64 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | Zekor the Demonspawn (1 def, 0 armour) Zekor the Demonspawn (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Str / +1 Dex / +3 Mag / +2 Cun Changes resistances: +16% acid Changes resistances penetration: +15% darkness Changes damage: +11% acid See invisible: +3 A pointy cloth hat, very wizardly... |
On hands | Cobrablur (0 def, 2 armour) Cobrablur (0 def, 2 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +2 Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 22 Damage (Melee): 8 arcane / 7 light Changes stats: +3 Str / +5 Mag / +5 Wil Changes resistances: +3% arcane / +6% light Changes resistances penetration: +5% nature / +10% blight Changes damage: +3% nature / +4% arcane / +4% light Spellpower: +7 (+2 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Samogoneg (dig speed 40 turns) Samogoneg (dig speed 40 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +1 Str / +3 Dex Changes resistances: +11% nature Changes resistances penetration: +10% physical Changes damage: +6% nature Only die when reaching: -60.00 life When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Strikevice the copper ring Strikevice the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +6% blight / +22% cold / +3% nature / +3% temporal Changes damage: +3% lightning / +11% cold Rings make your fingers look great! |
On fingers | Lisulralaith the copper ring Lisulralaith the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Str / +3 Con Changes resistances: +20% acid Changes damage: +10% acid / +9% physical Physical save: +3 (+2 eff.) Only die when reaching: -20.00 life Rings make your fingers look great! |
Around neck | Withering Orbs Withering OrbsInfused 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 (+2 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... |
In main hand | Ebonyknave (15-21 power, 3 apr) Ebonyknave (15-21 power, 3 apr)Requires: - Magic 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Base power: 15.0 - 21.0 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 71 damage On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 119 damage over 5 turns and reducing armor and accuracy by 15 Damage (radius 1) on hit: +4 acid Damage (radius 2) on crit: +12 acid When wielded/worn: Physical crit. chance: +6.0% Damage when hit (Melee): 4 acid Changes resistances: +3% darkness One-handed war axes. |
Around waist | Eremuyamnir EremuyamnirCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 22 * 20% chance to reduce armor by 32% Changes stats: +4 Dex / +4 Cun / +5 Lck Changes resistances: +18% acid Changes resistances penetration: +5% blight / +5% acid Trap disarming bonus: +9 Stealth bonus: +6 Infravision radius: +4 A belt that goes around your waist. |
In off hand | Emeloba (14-19 power, 3 apr) Emeloba (14-19 power, 3 apr)Requires: - Magic 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 2 Base power: 13.5 - 18.9 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% On weapon crit: * Wound the target dealing 207 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +7 nature When wielded/worn: Accuracy: +6 (+2 eff.) Physical crit. chance: +6.0% Physical power: +6 (+2 eff.) Defense: +6 (+3 eff.) Changes resistances: +5% arcane Changes resistances penetration: +15% acid Changes damage: +12% acid Disarm immunity: +22% Blunt and deadly. |
Cloak | Flashwoe (1 def, 0 armour) Flashwoe (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +4 Str / +1 Mag Spell save: +6 (+3 eff.) Mental save: +5 (+3 eff.) Only die when reaching: -40.00 life Maximum mana: +20.00 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. |
Main armor | Lightvice the iron mail armour (2 def, 4 armour) Lightvice the iron mail armour (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Effects on melee hit: * 10% chance to reduce damage dealt by 13% Changes resistances: +16% lightning / +3% light / +9% darkness Changes damage: +6% light A suit of armour made of mail. |
Inventory
This item will automatically be transmogrified when you leave the level. heroism infusion (die at -122; dur 6; cd 29)heroism infusion (die at -122; dur 6; cd 29) 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: 29 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 6 turns. While Heroism is active, you will only die when reaching -122 life. The duration and life will increase by 1% for every 1% life you have lost (currently 350 life, 17 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. acid wave rune of the titan (damage 139; dur 4; cd 17)acid wave rune of the titan (damage 139; 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 unleash a cone dealing 139.38 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Constitution 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. |
This item will automatically be transmogrified when you leave the level. steel ring 'Glaciermoon'steel ring 'Glaciermoon' Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 4 cold Changes stats: +2 Dex Changes resistances: +26% nature Changes damage: +13% nature Critical mult.: +10.00% Equilibrium when hit: +0.12 Mindpower: +10 (+5 eff.) See invisible: +15 Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. steel dagger (11-14 power, 6 apr)steel dagger (11-14 power, 6 apr) Requires: - Dexterity 16 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 11.0 - 14.3 Uses stats: 50% Dex, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. steel mace of phasing (16-22 power, 8 apr)steel mace of phasing (16-22 power, 8 apr) Requires: - Magic 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 16.0 - 22.4 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +8 Crit. chance: +1.0% Attack speed: 100% Damage Shield penetration (this weapon only): +11% Blunt and deadly. |
Eclipse (18-22 power, 4 apr, temporal element) Eclipse (18-22 power, 4 apr, temporal element)Requires: - Magic 32 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 18.0 - 21.6 Uses stat: 110% 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: +15% light / +15% physical / +15% darkness / +15% temporal Talents cooldown: Twilight (-1 turn) Moonlight Ray (-1 turn) Searing Light (-1 turn) Talent granted: +1 Command Staff P.Energy each turn: +0.10 N.Energy each turn: +0.10 Spellpower: +12 (+4 eff.) Spell crit. chance: +8% This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
This item will automatically be transmogrified when you leave the level. Hathurig the ash vilestaff (15-18 power, 3 apr, darkness element)Hathurig the ash vilestaff (15-18 power, 3 apr, darkness element) Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +4 Defense: +8 (+4 eff.) Changes stats: +6 Dex Changes damage: +15% darkness / +6% mind Talent granted: +1 Command Staff Physical save: +6 (+3 eff.) Hate when firing a critical mind attack: +4.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Mindpower: +10 (+5 eff.) Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 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 7 that illuminates the area and deals 108.12 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. |
Bikini (0 def, 0 armour) Bikini (0 def, 0 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! |
This item will automatically be transmogrified when you leave the level. linen wizard hat 'Daimalen' (1 def, 0 armour)linen wizard hat 'Daimalen' (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +3% temporal / +13% physical / +3% light / +12% nature Changes damage: +11% physical A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. Airwrecker (6 def, 4 armour)Airwrecker (6 def, 4 armour) Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +7% Changes stats: +3 Dex / +3 Wil / +2 Con Changes resistances: +21% blight / +12% darkness / +6% acid Changes damage: +3% lightning Reduces incoming crit damage: 10.00% Light radius: +1 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Polanor (10 def, 9 armour)Polanor (10 def, 9 armour) Requires: - Massive armour training - Strength 28 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Accuracy: +30 (+10 eff.) Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Armour: +9 Defense: +10 (+5 eff.) Fatigue: +22% Changes resistances: +18% lightning A suit of armour made of metal plates. |
9 agate 9 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. |
95 alchemist agate 95 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. |
This item will automatically be transmogrified when you leave the level. iron pickaxe (dig speed 36 turns)iron pickaxe (dig speed 36 turns) 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
7 spinel 7 spinel0.00 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. |
This item will automatically be transmogrified when you leave the level. Poryrawyn the brass lanternPoryrawyn the brass lantern Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +6 Armour: +4 Changes resistances: +9% cold Changes resistances penetration: +5% all Changes damage: +9% acid Reduces incoming crit damage: 10.00% Spell save: +15 (+8 eff.) Poison immunity: +20% Light radius: +4 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. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)Powered by unknown forces 0.00 Encumbrance. [Plot Item] Type: mirror / mirror It can be used to change your appearance Activation costs 1 power out of 1/1. A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
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. |
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. |
5 ametrine 5 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine 3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon 6 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 Virus the Cornac Adventurer level 8
40th Haze 122nd year of Ascendancy at 11:42 see stats
By Virus the Cornac Adventurer level 10
51st Haze 122nd year of Ascendancy at 14:20 see stats
By Virus the Cornac Adventurer level 20
20th Regrowth 123rd year of Ascendancy at 12:52 see stats
By Virus the Cornac Adventurer level 10
52nd Haze 122nd year of Ascendancy at 05:19 see stats
By Virus the Cornac Adventurer level 8
45th Haze 122nd year of Ascendancy at 20:22 see stats
By Virus the Cornac Adventurer level 18
14th Regrowth 123rd year of Ascendancy at 09:20 see stats
By Virus the Cornac Adventurer level 20
33rd Regrowth 123rd year of Ascendancy at 10:06 see stats
By Virus the Cornac Adventurer level 16
7th Allure 123rd year of Ascendancy at 10:18 see stats
By Virus the Cornac Adventurer level 20
24th Regrowth 123rd year of Ascendancy at 21:54 see stats
Log
Xina the copperhead snake's Beyond the Flesh hits Virus's temporal clone for (4 shared), (1 shared) (5 total damage).
Melee retaliation hits Xina the copperhead snake for (1 to psi shield), 2 acid, 3 fire, 3 blight (8 total damage).
Virus uses Infusion: Wild.
Virus seems more focused.
Virus is cured!
Virus lessens the pain.
Virus casts Surge of Power.
A shield forms around Virus.
Virus surges with an incredible power!
Virus receives 70 healing from Surge of Power.
Virus performs a melee critical strike against Xina the copperhead snake!
Xina the copperhead snake is disabled.
Virus hits Xina the copperhead snake for (10 to psi shield), 14 physical, 4 arcane, 4 light, 2 mind, 8 light, 4 arcane, 0 arcane (37 total damage).
Talent Warden's Focus is ready to use.
Talent Arcane Reconstruction is ready to use.
Talent Ghost Walk is ready to use.
Talent Dig is ready to use.
Talent Warp Blade is ready to use.
Talent Worm that Walks is ready to use.
Your summoned Virus's temporal clone disappears.
Bleeding from Xina the copperhead snake hits Virus for (6 abyssal shield), (17 absorbed), 0 physical (0 total damage).
Xina the copperhead snake uses Kinetic Strike.
Your shield crumbles under the damage!
The shield around Virus crumbles.
Virus shrugs off the effect 'Pinned to the ground'!
Xina the copperhead snake hits Virus for (6 abyssal shield), (19 absorbed), 149 physical, (6 abyssal shield), 8 mind, (3 abyssal shield), 3 nature, (5 abyssal shield), 5 physical (164 total damage).
Melee retaliation hits Xina the copperhead snake for (1 to psi shield), 2 acid, 3 fire, 3 blight (8 total damage).
Xina the copperhead snake's Beyond the Flesh hits Virus for (6 abyssal shield), 40 physical (40 total damage).
Melee retaliation hits Xina the copperhead snake for (1 to psi shield), 2 acid, 3 fire, 3 blight (8 total damage).
Virus the level 20 cornac adventurer was smashed to death by Xina the copperhead snake on level 1 of Old Forest.