Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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.
Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! 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! 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:
Alternate Merchants 1.7.0Adds the forge-giant item crafting system from Hammer of Urh'Rok to Age of Ascendancy. OldRPG - Music Mod 1.7.6 |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Cornac |
Class | Reaver |
Level / Exp | 22 / 43% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 43 (base 34) |
Dexterity | 24 (base 11) |
Constitution | 45 (base 35) |
Magic | 48 (base 35) |
Willpower | 25 (base 10) |
Cunning | 24 (base 10) |
Resources
Life | 658/658 |
Vim | 98/98 |
Healing Factor | 1.4111689881047 |
Regeneration | 5.9974681994449 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +104% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 9 |
See Stealth | 7 |
See Invisible | 12 |
Offense: Mainhand
Damage | 70 |
Accuracy | 58 |
Crit Chance | 12% |
APR | 14 |
Speed | 1.00 |
Offense: Offhand
Damage | 28 |
Accuracy | 58 |
Crit Chance | 12% |
APR | 12 |
Speed | 1.00 |
Offense: Spell
Spellpower | 45 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 23 |
Crit Chance | 10% |
Speed | 1 |
Offense: Damage Bonus
Arcane | +6% |
Mind | +6% |
All | 0% |
Lightning | +20% |
Light | +6% |
Darkness | +10% |
Cold | +9% |
Fire | +3% |
Nature | +17% |
Offense: Damage Penetration
Blight | +14% |
Arcane | +19% |
Cold | +14% |
All | +9% |
Lightning | +14% |
Light | +34% |
Darkness | +29% |
Fire | +22% |
Nature | +14% |
Defense: Base
Armour (hardiness) | 11 (30%) |
Defense | 33 |
Ranged Defense | 33 |
Fatigue | 10 |
Physical Save | 26 |
Spell Save | 29 |
Mental Save | 19 |
Defense: Resistances
Acid | + 52%( 70%) |
Blight | + 36%( 70%) |
Cold | + 26%( 70%) |
All | + 10%( 70%) |
Darkness | + 17%( 70%) |
Light | + 32%( 70%) |
Temporal | + 21%( 70%) |
Lightning | + 43%( 70%) |
Fire | + 24%( 70%) |
Nature | + 48%( 70%) |
Defense: Immunities
Knockback Resistance | 10% |
Disarm Resistance | 10% |
Instadeath Resistance | 100% |
Blind Resistance | 20% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 268 life over 5 turns. Its effects scale with your Magic 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 71 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. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 130 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Class Talents
Corruption / Scourge | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Corruption / Reaving combat | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Corruption / Vim | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Rot | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Sanguisuge | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Bone | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Plague | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Corruption / Vile life | 1.00 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Corruption / Torment | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 4/5 |
| 0/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Effects
talent | Elemental Discord |
talent | Blood Vengeance |
talent | Infestation |
talent | Ruin |
talent | Overkill |
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 injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You failed to protect the lone alchemist from death by wolf. Escort: lone alchemist (level 2 of Trollmire) | failed |
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 have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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. | 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: * You've found the needed warg claw. * '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 giant spider spinneret. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * '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 minotaur nose. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed ice wyrm tooth. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed green worm. * '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.' | 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 | pair of iron boots 'Adubeth' (0 def, 3 armour) pair of iron boots 'Adubeth' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +3 Con dps ---------- Mind.crit +2% ----- def ----- Armour +3 Fatigue +2% Resists +6% acid +3% temporal Spell.save +3 (+2 eff.) Disease- +20% Knockbk- +10% Rush: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | Manuchik the pouch of dwarven-steel shots (15/15, 30-36 power, 3 apr) Manuchik the pouch of dwarven-steel shots (15/15, 30-36 power, 3 apr)3.0 T3 shot ammo [Rare] Psionic Power 30.0 - 36.0 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 15 Ranged+ +20 acid +8 physical On Hit.r1 +8 acid On Crit.r2 +20 acid On Hit: * 10% chance to reduce armor by 33% * 10% chance to reduce all saves and defense by 16 * 20% chance to knock the target back 3 spaces and deal 84 physical damage Shots are used with slings to pummel your foes to death. |
Light source | Duathelquarry the brass lantern Duathelquarry the brass lantern2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +6% mind Res.pen +20% darkness +5% cold ----- def ----- Resists +9% lightning +9% cold +3% darkness ---------- 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. |
On head | Offalrigor the linen wizard hat (1 def, 0 armour) Offalrigor the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Defense +1 (+0 eff.) Resists +16% lightning +9% temporal +3% light +3% cold +3% nature +6% acid A pointy cloth hat, very wizardly... |
On hands | Dazzleshine the hardened leather gloves (0 def, 2 armour) Dazzleshine the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Rare] Arcane While equipped: dps ---------- Crit.mult +5.00% Melee+ 8 darkness Dmg.mod +7% darkness +6% arcane Res.pen +25% light Melee Ret 2 cold ----- def ----- Armour +2 Resists +5% darkness +15% 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. |
Tool | iron pickaxe 'Galestake' (dig speed 38 turns) iron pickaxe 'Galestake' (dig speed 38 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature +6% lightning Res.pen +5% lightning Melee Ret 2 light 2 fire ----- def ----- Resists +12% lightning +3% fire +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Cracklescar the copper ring Cracklescar the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +4 Str +1 Wil +4 Con dps ---------- Dmg.mod +11% nature +3% lightning ----- def ----- Resists +22% nature ---------- misc Infravis +1 See.Invis +3 Rings make your fingers look great! |
On fingers | Wheel of Fate Wheel of Fate0.1 T1 ring jewelry [Unique] Arcane While equipped: Stats +2 Str +6 Dex +5 Mag +5 Wil +5 Cun +3 Con dps ---------- Spell.pwr +7 (+2 eff.) Res.pen +10% arcane Acc +6 (+1 eff.) ----- def ----- Blind- +20% ---------- misc Infravis +4 See.Stealth +7 See.Invis +9 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Around neck | serendipitous steel amulet of mastery (0.16 Corruption / Curses) serendipitous steel amulet of mastery (0.16 Corruption / Curses)0.1 T2 amulet jewelry [Ego+] Nature/Master While equipped: Stats +6 Lck dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +6 (+3 eff.) Unseen.red 12% ---------- misc Masteries +0.16 Corruption/Curses Amulets make your neck look great! |
In main hand | Hettagrim (43-60 power, 5 apr) Hettagrim (43-60 power, 5 apr)3.0 T4 longsword 1H weapon [Random Unique] Nature/Master Power 43.0 - 60.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Phasing +20% On Crit.r2 +40 fire While equipped: Stats +2 Wil dps ---------- Spell.pwr +20 (+6 eff.) All.spd +4% Res.pen +9% all +13% fire Acc +16 (+4 eff.) Apr +9 ---------- misc Max.mana +60.00 Sharp, long, and deadly. |
Around waist | rough leather belt 'Chartrail' rough leather belt 'Chartrail'1.0 T1 belt armor [Rare] Master While equipped: Stats +3 Dex +3 Cun +5 Lck dps ---------- Dmg.mod +3% darkness Melee Ret 6 fire ----- def ----- Resists +9% fire +3% nature +3% cold Spell.save +6 (+3 eff.) Stealth +6 ---------- misc T.Disarm +6 Infravis +4 A belt that goes around your waist. |
In off hand | Blazeshear (11-15 power, 3 apr) Blazeshear (11-15 power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Arcane Power 11.0 - 15.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +16 blight On Hit: * 9% chance to reduce strength, dexterity, and constitution by 23 While equipped: Stats +6 Cun +4 Dex dps ---------- Dmg.mod +6% light Res.pen +5% blight ----- def ----- Resists +6% light One-handed war axes. |
Cloak | Ereluregorn the Scorpionworth (1 def, 0 armour) Ereluregorn the Scorpionworth (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% cold +3% fire Res.pen +5% nature ----- def ----- Defense +1 (+0 eff.) Resists +3% fire +3% nature +3% cold Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Glimmermaim (24 def, 6 armour) Glimmermaim (24 def, 6 armour)9.0 T3 light armor [Rare] Nature While equipped: dps ---------- Melee Ret 6 light ----- def ----- Armour +6 Defense +24 (+10 eff.) Fatigue +8% Resists +6% acid Spell.save +3 (+2 eff.) Die.at -60.00 life Max.HP +43.00 HP.reg +4.00 Heal.mod +16% Disarm- +10% A suit of armour made of leather. |
Inventory
healing infusion of the sneak (heal 97; cd 15) healing infusion of the sneak (heal 97; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 97 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 190; 13 cd) regeneration infusion of the sneak (heal 190; 13 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 190 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
grounding copper amulet grounding copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +12% lightning Stun/Frz- +20% Amulets make your neck look great! |
Beilathagar Beilathagar0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% lightning Res.pen +25% mind +25% arcane Melee Ret 4 mind 2 acid ----- def ----- Resists +22% lightning +6% mind Rings make your fingers look great! |
copper ring of fire (+22%) copper ring of fire (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Resists +22% fire Rings make your fingers look great! |
copper ring of lightning (+22%) copper ring of lightning (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Rings make your fingers look great! |
copper ring of tenacity copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +22.00 Disarm- +22% Pinning- +20% Knockbk- +20% Rings make your fingers look great! |
Silothra the Darkpiercer (10-14 power, 5 apr) Silothra the Darkpiercer (10-14 power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Master Power 10.5 - 13.7 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Hit.r1 +4 darkness +12 lightning On Hit: * 10 arcane resource burn On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% On Hit (Melee): * 10% chance to reduce damage dealt by 14% ----- def ----- Resists +5% arcane +3% acid Sharp, short and deadly. |
Spellblaze Shard (20-26 power, 10 apr) Spellblaze Shard (20-26 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Unerring Scalpel (15-20 power, 25 apr) Unerring Scalpel (15-20 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Str, 55% Dex Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+5 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
balanced iron dagger of erosion (10-14 power, 5 apr) balanced iron dagger of erosion (10-14 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Nature/Master Power 10.5 - 13.7 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +6 nature While equipped: dps ---------- Acc +6 (+1 eff.) ----- def ----- Defense +7 (+3 eff.) Disarm- +21% Sharp, short and deadly. |
Aledulach the iron longsword (12-16 power, 2 apr) Aledulach the iron longsword (12-16 power, 2 apr)3.0 T1 longsword 1H weapon [Rare] Arcane Power 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% On Hit: * 20% chance to reduce all saves and defense by 16 * 25% chance for lightning to strike from the target to a second target dealing 78 damage While equipped: dps ---------- Dmg.mod +9% blight Res.pen +10% blight ----- def ----- Resists +6% blight Sharp, long, and deadly. |
balanced steel longsword of massacre (22-30 power, 3 apr) balanced steel longsword of massacre (22-30 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Master Power 21.5 - 30.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Acc +5 (+1 eff.) ----- def ----- Defense +5 (+2 eff.) Disarm- +23% Sharp, long, and deadly. |
flaming iron longsword of vileness (10-14 power, 2 apr) flaming iron longsword of vileness (10-14 power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Arcane Power 10.0 - 14.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +6 blight On Hit.r1 +5 fire On Hit: * 6% chance to reduce strength, dexterity, and constitution by 23 Sharp, long, and deadly. |
River's Fury (23-32 power, 8 apr) River's Fury (23-32 power, 8 apr)3.0 T1 trident 2H weapon [Unique] Arcane Power 23.0 - 32.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +8 Crit +5.0% Atk.spd 100% Melee+ +15 cold While equipped: dps ---------- Spell.pwr +10 (+3 eff.) Mov.spd +10% Dmg.mod +10% cold Acc +10 (+2 eff.) ----- def ----- Resists +10% cold On Spell Hit: 20% Glacial Vapour 1 Tidal Wave: Level 1.0 Pwr.cost 80 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 13.28 cold damage and 12.18 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
Offalwinter the iron waraxe (12-18 power, 2 apr) Offalwinter the iron waraxe (12-18 power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Arcane Power 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +8 nature On Crit.r2 +4 fire On Crit: * Splash the target with acid dealing 130 damage over 5 turns and reducing armor and accuracy by 17 While equipped: Stats +1 Str +2 Wil dps ---------- Dmg.mod +12% nature ---------- misc Light +3 One-handed war axes. |
arcing iron waraxe (10-14 power, 2 apr) arcing iron waraxe (10-14 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Arcane Power 10.0 - 14.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 78 damage One-handed war axes. |
rough leather belt of transcendence rough leather belt of transcendence1.0 T1 belt armor [Ego] Psionic While equipped: dps ---------- Mind.pwr +3 (+2 eff.) ----- def ----- Phys.save +6 (+3 eff.) A belt that goes around your waist. |
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 (+1 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+6 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. |
pair of iron boots 'Betyma' (0 def, 3 armour) pair of iron boots 'Betyma' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +1 Mag +2 Con ----- def ----- Armour +3 Fatigue +2% Resists +6% mind ---------- misc Light +2 Rush: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
scholar's pair of rough leather boots of speed (0 def, 1 armour) scholar's pair of rough leather boots of speed (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +4 (+1 eff.) Mov.spd +25% ----- def ----- Armour +1 A pair of boots made of leather. |
Flashravage the rough leather gloves (0 def, 1 armour) Flashravage the rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Rare] Master While equipped: Stats +2 Str +4 Dex +1 Wil dps ---------- Acc +11 (+3 eff.) ----- def ----- Armour +1 Resists +9% lightning 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 rough leather gloves of strength (+2) (0 def, 1 armour) steady rough leather gloves of strength (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master/Psionic While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+2 eff.) Acc +6 (+1 eff.) ----- def ----- Armour +1 Phys.save +6 (+3 eff.) Mind.save +5 (+3 eff.) Disarm- +20% 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. |
Cobrastone (1 def, 0 armour) Cobrastone (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +2 Dex dps ---------- Phys.crit +1.0% Crit.mult +5.00% Dmg.mod +12% nature +10% fire On Hit (Melee): * 10% chance to slow global speed by 41% ----- def ----- Defense +1 (+0 eff.) Resists +15% fire A pointy cloth hat, very wizardly... |
iron helm of constitution (+2) (0 def, 3 armour) iron helm of constitution (+2) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Con ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron mail armour of fire resistance (2 def, 4 armour) iron mail armour of fire resistance (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +17% fire A suit of armour made of mail. |
Scorpionjustice the quiver of elm arrows (13/13, 14-20 power, 5 apr) Scorpionjustice the quiver of elm arrows (13/13, 14-20 power, 5 apr)3.0 T1 arrow ammo [Rare] Psionic Power 14.0 - 19.6 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 13 Ranged+ +8 blight +11 physical +12 nature On Hit.r1 +4 nature On Crit.r2 +8 nature On Hit: * 20% chance to knock the target back 3 spaces and deal 84 physical damage Arrows are used with bows to pierce your foes to death. |
Sparkpain the quiver of dragonbone arrows (21/21, 72-100 power, 18 apr) Sparkpain the quiver of dragonbone arrows (21/21, 72-100 power, 18 apr)3.0 T5 arrow ammo Reqs Dex 48 [Random Unique] Arcane/Master/Psionic Power 71.5 - 100.1 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +17.0% Capacity 21 Rld cld 4 Ranged+ +4 blight +17 physical +8 lightning On Crit.r2 +20 lightning On Hit: * 20% chance to knock the target back 3 spaces and deal 84 physical damage On Crit: * Wound the target dealing 178 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
7 agate 7 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. |
150 alchemist agate 150 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. |
8 topaz 8 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. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe of endurance (dig speed 35 turns) iron pickaxe of endurance (dig speed 35 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
Heart of the Sandworm Queen Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Wintertide Phial Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 4 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
bright brass lantern bright brass lantern2.0 T1 lite [Ego] Master While equipped: ---------- misc Light +6 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. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
7 amethyst 7 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. |
quartz quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 ametrine 7 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. |
9 zircon 9 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 T@@C the Cornac Reaver level 10
8th Dusk 122nd year of Ascendancy at 15:38 see stats
By T@@C the Cornac Reaver level 19
63rd Dusk 122nd year of Ascendancy at 06:13 see stats
By T@@C the Cornac Reaver level 10
2nd Mirth 122nd year of Ascendancy at 01:59 see stats
By T@@C the Cornac Reaver level 20
9th Haze 122nd year of Ascendancy at 22:11 see stats
By T@@C the Cornac Reaver level 7
78th Pyre 122nd year of Ascendancy at 07:54 see stats
By T@@C the Cornac Reaver level 15
46th Dusk 122nd year of Ascendancy at 05:54 see stats
By T@@C the Cornac Reaver level 17
56th Dusk 122nd year of Ascendancy at 11:33 see stats
Log
Today is the 21st Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:01.
Today is the 22nd Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:28.
Today is the 23rd Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:41.
There is a Hidden teleportation portal to Angolwen, the hidden city of magic here (press '' or right click to use).
Today is the 24th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:08.
Ran for 3 turns (stop reason: interesting terrain).
There is a portal back here (press '' or right click to use).
You feel mildly anxious, and walk with caution.
Saving game...
Geomancer activates Crystalline Focus.
Saving done.
There is a portal back here (press '' or right click to use).
There is a Hidden teleportation portal to Angolwen, the hidden city of magic here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Today is the 25th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:56.
There is a A path into the Old Forest here (press '' or right click to use).
Ran for 4 turns (stop reason: interesting terrain).
There is an exit to the worldmap here (press '' or right click to use).