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! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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 | Skeleton |
Class | Arcane Blade |
Level / Exp | 22 / 18% |
Size | medium |
Lifes / Deaths | Killed by Elidalle the fire drake hatchling at level 21 on the 9th Haze 122nd year of Ascendancy at 07:06 / 2Killed by Weirdling Beast at level 22 on the 23rd Haze 122nd year of Ascendancy at 00:23 |
Primary Stats
Strength | 51 (base 13) |
Dexterity | 57 (base 10) |
Constitution | 10 (base 10) |
Magic | 77 (base 51) |
Willpower | 13 (base 10) |
Cunning | 58 (base 44) |
Resources
Life | -117/557 |
Mana | 56/241 |
Stamina | 29/170 |
Healing Factor | 1.0000003099961 |
Regeneration | 0.25000007749902 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 5 |
See Stealth | 35.84903874937 |
See Invisible | 35.84903874937 |
Offense: Mainhand
Damage | 51 |
Accuracy | 63 |
Crit Chance | 22% |
APR | 4 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 53 |
Crit Chance | 21% |
Speed | 1 |
Offense: Mind
Mindpower | 28 |
Crit Chance | 20% |
Speed | 1 |
Offense: Damage Bonus
Acid | +3% |
Darkness | +3% |
Cold | +3% |
Mind | +12% |
Lightning | +19% |
Fire | +11% |
All | 0% |
Offense: Damage Penetration
Lightning | +40% |
Light | +5% |
Cold | +10% |
Physical | +5% |
Fire | +25% |
Acid | +10% |
Defense: Base
Armour (hardiness) | 41.118138619368 (56.297102139833%) |
Defense | 47 |
Ranged Defense | 47 |
Fatigue | 18 |
Physical Save | 29 |
Spell Save | 27 |
Mental Save | 28 |
Defense: Resistances
Acid | + 6%( 70%) |
Arcane | + 5%( 70%) |
Cold | + 6%( 70%) |
All | 0%( 70%) |
Darkness | + 27%( 70%) |
Light | + 12%( 70%) |
Physical | + 5%( 70%) |
Lightning | + 48%( 70%) |
Fire | + 22%( 70%) |
Mind | + 26%( 70%) |
Defense: Immunities
Pinning Resistance | 100% |
Bleed Resistance | 100% |
Confusion Resistance | 57% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Instadeath Resistance | 100% |
Inscriptions (4/4)
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 281 damage for 4 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 93 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 Cunning stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1120% for 10 turns (0 total) and instantly restoring 56 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 22%, your defense is increased by 22 and all your resistances by 22%. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Magical combat | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Undead / Skeleton | 1.10 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Conveyance | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Staff combat | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 2/5 |
| 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 |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 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 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved Strength 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. * 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+2 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.6 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Light source | brass lantern 'Smolderwind' brass lantern 'Smolderwind'2.0 T1 lite [Rare] Nature While equipped: Stats +2 Str +3 Dex +3 Wil dps ---------- Dmg.mod +3% acid Res.pen +25% fire ----- def ----- Max.HP +45.00 ---------- misc Light +3 Infravis +1 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 | Blindkin (0 def, 3 armour) Blindkin (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +9% lightning On Hit (Melee): * 20% chance to reduce damage dealt by 16% ----- def ----- Armour +3 Fatigue +5% Resists +6% cold Phys.save +11 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Zubimira the Blazewilter (0 def, 2 armour) =lightning pen= Zubimira the Blazewilter (0 def, 2 armour) =lightning pen=1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Dex dps ---------- Res.pen +25% lightning Acc +12 (+3 eff.) On Hit (Melee): * 10% chance to reduce damage dealt by 16% * 10% chance to reduce all saves and defense by 19 ----- def ----- Armour +2 Fatigue +3% Resists +6% darkness +6% mind 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 | Neruth the Brightcut [power 254] (14/15 cooldown) Neruth the Brightcut [power 254] (14/15 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +12% mind Res.pen +5% light +15% lightning ----- def ----- Resists +12% light ---------- misc Light +3 Sting an enemy dealing 254 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | copper ring 'Gloomkiller' copper ring 'Gloomkiller'0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +3% cold +3% darkness +11% fire On Hit (Melee): * 10% chance to reduce damage dealt by 16% ----- def ----- Resists +22% fire +5% arcane +9% darkness Rings make your fingers look great! |
On fingers | rogue's copper ring of clarity rogue's copper ring of clarity0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Cun ----- def ----- Defense +6 (+2 eff.) Mind.save +6 (+3 eff.) Confus- +21% Rings make your fingers look great! |
Around neck | Glylerin the Obsidianquarry Glylerin the Obsidianquarry0.1 T5 amulet jewelry [Random Unique] Nature While equipped: Stats +16 Lck +6 Dex dps ---------- Acc +12 (+3 eff.) ----- def ----- Armour +6 Defense +17 (+6 eff.) Resists +6% lightning +20% mind +12% darkness Mind.save +3 (+1 eff.) Unseen.red 14% Confus- +36% Amulets make your neck look great! |
In main hand | Dagyvor (10-12 power, 2 apr, lightning element) Dagyvor (10-12 power, 2 apr, lightning element)5.0 T1 staff 1H weapon [Rare] Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Phys.pwr +5 (+2 eff.) Spell.pwr +3 (+1 eff.) Dmg.mod +10% lightning Res.pen +5% physical Apr +2 ----- def ----- Armour +6 Phys.save +3 (+1 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Around waist | Eremuchak the Thundergash Eremuchak the Thundergash1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Res.pen +10% acid +10% cold On Hit (Melee): * 20% chance to reduce armor by 36% ----- def ----- Defense +14 (+5 eff.) Resists +6% acid +24% lightning Stealth +5 A belt that goes around your waist. |
In off hand | icy steel shield of shrapnel (0 def, 4 armour, 12-14 power, 38.5 block) icy steel shield of shrapnel (0 def, 4 armour, 12-14 power, 38.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego+] Nature/Master When used to Attack: Power 11.5 - 13.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +38 While equipped: dps ---------- Melee+ 8 cold On shield block: * Cause enemies within radius 6 to bleed for 218 physical damage over 5 turns (1/turn) Melee Ret 6 ice ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | Cloak of Deception Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Main armor | impenetrable dwarven-steel mail armour of lightning resistance (3 def, 16 armour) impenetrable dwarven-steel mail armour of lightning resistance (3 def, 16 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +16 Defense +3 (+1 eff.) Fatigue +12% Resists +18% lightning A suit of armour made of mail. |
Inventory
teleportation rune of the sneak (range 78; cd 12) teleportation rune of the sneak (range 78; cd 12)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 78 with a minimum range of 15. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Archash the copper amulet Archash the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +9% lightning ----- def ----- Defense +10 (+4 eff.) Resists +12% lightning +1% physical Crit.chn- 15.00% Stun/Frz- +22% Teleport- +10% Amulets make your neck look great! |
clarifying copper amulet of strength (+2) clarifying copper amulet of strength (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str ----- def ----- Resists +10% mind Confus- +22% Amulets make your neck look great! |
steel amulet of mastery (0.13 Technique / Magical combat) steel amulet of mastery (0.13 Technique / Magical combat)0.1 T2 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.13 Technique/Magical combat Amulets make your neck look great! |
Ring of Growth Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+4 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
copper ring copper ring0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
copper ring of sensing copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Blind- +22% ---------- misc Infravis +4 See.Stealth +5 See.Invis +6 Rings make your fingers look great! |
psionicist's steel ring psionicist's steel ring0.1 T2 ring jewelry [Ego] Psionic While equipped: Stats +4 Wil ----- def ----- Mind.save +8 (+4 eff.) Rings make your fingers look great! |
steel ring steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
steel ring of tenacity steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +22.00 Disarm- +22% Pinning- +26% Knockbk- +20% Rings make your fingers look great! |
Serpent's Glare (7-8 power, 15 apr, nature damage) Serpent's Glare (7-8 power, 15 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 211.00 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Guharadil the Flarebloom (15-18 power, 3 apr, lightning element) Guharadil the Flarebloom (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Random Unique] Arcane/Nature Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +10 Mag +7 Wil +7 Cun +4 Con dps ---------- Spell.crit +2% Mind.crit +2% Crit.mult +10.00% Spell.pwr +11 (+4 eff.) S.pwr/crit +6 Dmg.mod +15% lightning +6% fire Res.pen +10% fire ----- def ----- Defense +7 (+3 eff.) HP.reg +0.60 Heal.mod +14% ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 106.45 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. |
Stormlash (17-19 power, 7 apr) Stormlash (17-19 power, 7 apr)3.0 T1 whip 1H weapon [Unique] Arcane Power 17.0 - 18.7 Physical Uses 100% Dex Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +5.0% Atk.spd 125% Dmg.conv 50% dazing lightning On Crit: * Focus the lightning forces on an enemy While equipped: dps ---------- Dmg.mod +10% lightning Acc +7 (+2 eff.) Strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 30.74 to 92.23 lightning damage (based on Magic and Dexterity). Uses 10 power out of 10/10 This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
Goriblek the Magmaward Goriblek the Magmaward1.0 T3 belt armor [Rare] Master While equipped: Stats +2 Cun +6 Mag dps ---------- Dmg.mod +12% fire Res.pen +10% light +10% fire ----- def ----- Resists +8% fire +8% cold ---------- misc Infravis +2 A belt that goes around your waist. |
insulating rough leather belt insulating rough leather belt1.0 T1 belt armor [Ego] Master While equipped: ----- def ----- Resists +6% fire +5% cold A belt that goes around your waist. |
cashmere cloak 'Glorawe' (12 def, 7 armour) cashmere cloak 'Glorawe' (12 def, 7 armour)2.0 T3 cloak armor [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Wil dps ---------- Melee Ret 6 physical ----- def ----- Armour +7 Defense +12 (+4 eff.) Resists +15% cold Crit.chn- 10.00% Phys.save +7 (+3 eff.) Mind.save +12 (+6 eff.) Die.at -50.00 life ---------- misc Infravis +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Rags of the Sanctuary of corrosion (+16%) (0 def, 0 armour) Rags of the Sanctuary of corrosion (+16%) (0 def, 0 armour)2.0 T1 cloth armor [Cosmetic Item] Nature While equipped: dps ---------- Dmg.mod +11% acid ----- def ----- Resists +16% acid +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+4 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+4 eff.) Resists +30% nature +11% all Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
timebroken linen robe of power (0 def, 0 armour) timebroken linen robe of power (0 def, 0 armour)2.0 T1 cloth armor [Ego++] Arcane While equipped: Stats +3 Mag +2 Wil dps ---------- Spell.crit +3% Spell.pwr +13 (+5 eff.) Dmg.mod +7% temporal +5% arcane +6% all ----- def ----- Resists +7% all ---------- misc Max.mana +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Alazor' (0 def, 0 armour) woollen robe 'Alazor' (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +10 Mag +5 Wil +1 Cun dps ---------- Dmg.mod +19% temporal +21% physical Res.pen +16% temporal +15% physical ----- def ----- Resists +9% all Anom.red +19 ---------- misc Mana/turn +0.18 Psi/turn +0.16 Light +3 Infravis +2 See.Invis +12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 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. |
Gleamsear the pair of iron boots (0 def, 3 armour) Gleamsear the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Spell.pwr +4 (+2 eff.) Dmg.mod +9% blight +6% fire Res.pen +10% light +5% fire ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 40.66 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Hettyhek (0 def, 2 armour) Hettyhek (0 def, 2 armour)1.0 T2 hands armor [Rare] Nature While equipped: Stats +3 Wil +1 Con dps ---------- Melee+ 5 lightning Dmg.mod +6% lightning +6% mind Acc +10 (+3 eff.) Apr +5 ----- def ----- Armour +2 Resists +6% lightning ---------- misc See.Invis +12 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. |
Lavabone (0 def, 2 armour) Lavabone (0 def, 2 armour)1.0 T2 hands armor [Rare] Psionic While equipped: dps ---------- Res.pen +20% fire Acc +7 (+2 eff.) ----- def ----- Armour +2 Resists +6% lightning +9% cold +9% blight Phys.save +6 (+3 eff.) Mind.save +7 (+3 eff.) Disarm- +31% 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. |
radiant rough leather gloves (0 def, 1 armour) radiant rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane While equipped: dps ---------- Melee+ 6 light Dmg.mod +4% light ----- def ----- Armour +1 Resists +5% light 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. |
spellstreaming hardened leather gloves of strength (+3) (0 def, 2 armour) spellstreaming hardened leather gloves of strength (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego+] Arcane/Master While equipped: Stats +3 Str dps ---------- Spell.crit +5% Phys.pwr +11 (+4 eff.) Spell.pwr +4 (+2 eff.) ----- def ----- Armour +2 ---------- misc Mana/turn +0.13 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. |
Quasit's Skull (0 def, 12 armour) Quasit's Skull (0 def, 12 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+6 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
aegis linen wizard hat of decomposition (1 def, 0 armour) aegis linen wizard hat of decomposition (1 def, 0 armour)2.0 T1 head armor [Ego++] Arcane While equipped: ----- def ----- Defense +1 (+1 eff.) Resists +4% lightning +4% temporal +4% light +4% fire +4% nature +4% acid +3% blight +3% cold +4% darkness Shield.pwr +6% HP.reg +2.00 A pointy cloth hat, very wizardly... |
drakeskin leather cap 'Yvagawyn' (7 def, 5 armour) drakeskin leather cap 'Yvagawyn' (7 def, 5 armour)2.0 T5 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats +9 Cun +3 Wil dps ---------- Mind.pwr +4 (+2 eff.) Dmg.mod +6% mind +12% arcane Res.pen +25% mind Acc +8 (+2 eff.) On Melee Ret: * 14% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +7 (+3 eff.) Fatigue +5% Resists +10% blight +11% fire +3% mind +6% cold A cap made of leather. It was hardened by the digestive sack. |
linen wizard hat of decomposition (1 def, 0 armour) linen wizard hat of decomposition (1 def, 0 armour)2.0 T1 head armor [Ego+] Arcane While equipped: ----- def ----- Defense +1 (+1 eff.) Resists +4% lightning +4% temporal +4% light +4% fire +3% nature +4% acid +4% blight +3% cold +4% darkness A pointy cloth hat, very wizardly... |
spellwoven linen wizard hat of fire (+16%) (1 def, 0 armour) spellwoven linen wizard hat of fire (+16%) (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane/Nature While equipped: dps ---------- Spell.crit +2% Spell.pwr +2 (+1 eff.) Dmg.mod +11% fire ----- def ----- Defense +1 (+1 eff.) Resists +16% fire ---------- misc Mana/turn +0.10 A pointy cloth hat, very wizardly... |
stabilizing rough leather cap of constitution (+2) (0 def, 1 armour) stabilizing rough leather cap of constitution (+2) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +2 Con ----- def ----- Armour +1 Fatigue +1% Phys.save +10 (+5 eff.) A cap made of leather. |
Bethyna (6 def, 4 armour) Bethyna (6 def, 4 armour)9.0 T2 light armor [Random Unique] Nature/Master While equipped: Stats +4 Con dps ---------- Phys.crit +4.0% Crit.mult +12.00% Phys.pwr +7 (+2 eff.) ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +20% fire Crit.chn- 15.00% Max.HP +38.00 HP.reg +7.00 Heal.mod +12% ---------- misc Infravis +2 A suit of armour made of leather. |
rough leather armour 'Chargerace' (3 def, 2 armour) rough leather armour 'Chargerace' (3 def, 2 armour)9.0 T1 light armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning +12% mind Res.pen +10% lightning +15% cold ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +6% cold Max.HP +20.00 HP.reg +2.00 Heal.mod +10% A suit of armour made of leather. |
Coral Spray (8 def, 8 armour, 18-25 power, 48 block) Coral Spray (8 def, 8 armour, 18-25 power, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+3 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Wrathroot's Barkwood (9 def, 10 armour, 26-36 power, 60 block) Wrathroot's Barkwood (9 def, 10 armour, 26-36 power, 60 block)7.0 T2 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 25.5 - 35.7 Physical Uses 150% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +60 While equipped: ----- def ----- Armour +10 Defense +9 (+3 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
5 agate 5 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
168 alchemist agate 168 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
7 aquamarine 7 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal 6 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
4 topaz 4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 spinel 10 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Emelymira the Frozengrit Emelymira the Frozengrit2.0 T1 lite [Rare] Arcane While equipped: Stats +1 Str +1 Dex +2 Mag +1 Con dps ---------- Melee Ret 11 fire ----- def ----- Resists +3% cold +6% fire Crit.chn- 15.00% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
scorching brass lantern scorching brass lantern2.0 T1 lite [Ego] Arcane While equipped: dps ---------- Melee Ret 11 fire ----- def ----- Resists +6% fire ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Eye of the Dreaming One Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Imp Claw Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.6 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 183.13 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Crystal Focus Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
iron torque of mindblast [power 100] (14/15 cooldown) iron torque of mindblast [power 100] (14/15 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 112 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
powerful elm totem of stinging [power 110] (14/15 cooldown) powerful elm totem of stinging [power 110] (14/15 cooldown)2.0 T1 totem charm [Ego] Nature Sting an enemy dealing 110 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
9 amethyst 9 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
5 ametrine 5 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine 6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon 6 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Voltigor the Skeleton Arcane Blade level 18
75th Dusk 122nd year of Ascendancy at 02:31 see stats
By Voltigor the Skeleton Arcane Blade level 10
3rd Flare 122nd year of Ascendancy at 12:22 see stats
By Voltigor the Skeleton Arcane Blade level 20
78th Dusk 122nd year of Ascendancy at 23:39 see stats
By Voltigor the Skeleton Arcane Blade level 21
10th Haze 122nd year of Ascendancy at 14:33 see stats
By Voltigor the Skeleton Arcane Blade level 9
9th Mirth 122nd year of Ascendancy at 19:52 see stats
By Voltigor the Skeleton Arcane Blade level 9
3rd Summertide 122nd year of Ascendancy at 08:56 see stats
By Voltigor the Skeleton Arcane Blade level 20
8th Haze 122nd year of Ascendancy at 03:56 see stats
By Voltigor the Skeleton Arcane Blade level 18
75th Dusk 122nd year of Ascendancy at 22:44 see stats
By Voltigor the Skeleton Arcane Blade level 21
9th Haze 122nd year of Ascendancy at 07:06 see stats
Log
Melee retaliation hits Shadow for 6 cold damage.
Talent Stone Skin is ready to use.
Voltigor activates his Neruth the Brightcut!
Weirdling Beast is poisoned!
Voltigor hits Weirdling Beast for 18 nature damage.
Shadow hits Voltigor for 19 physical damage.
Melee retaliation hits Shadow for 6 cold damage.
Insidious Poison from Voltigor hits Weirdling Beast for 18 nature damage.
Weirdling Beast casts Taint: Devourer.
Voltigor deactivates Shock Hands.
Voltigor deactivates Arcane Feed.
Voltigor deactivates Feather Wind.
Voltigor deactivates Arcane Combat.
Taint: Devourer hits Weirdling Beast for 56 healing, 56 healing, 56 healing, 56 healing (0 total damage) [224 healing].
Weirdling Beast uses Feed.
Weirdling Beast uses Infusion: Healing.
Weirdling Beast is no longer poisoned.
Weirdling Beast receives 299 healing from Infusion: Healing.
Weirdling Beast casts Soul Rot.
Talent Rune: Blink is ready to use.
Talent Assault is ready to use.
Weirdling Beast's Soul Rot hits Voltigor for 306 blight damage.
Voltigor casts Rune: Blink.
Voltigor is out of phase.
Shadow misses Voltigor.
Weirdling Beast uses Mind Sear.
Weirdling Beast hits Voltigor for 129 mind damage.
Voltigor the level 22 skeleton arcane blade was mentally tortured to death by Weirdling Beast and slowly consumed on level 1 of Yiilkgur, the Sher'Tul Fortress.