











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Shalore |
Class | Rogue |
Level / Exp | 21 / 14% |
Size | medium |
Lifes / Deaths | Killed by Xyvea the red jelly at level 21 on the 43rd Haze 122nd year of Ascendancy at 22:45 / 1 |
Primary Stats
Strength | 27 (base 12) |
Dexterity | 72 (base 40) |
Constitution | 15 (base 10) |
Magic | 18 (base 10) |
Willpower | 17 (base 10) |
Cunning | 80 (base 50) |
Resources
Life | -348/606 |
Mana | 0/255 |
Stamina | 128/178 |
Healing Factor | 1.2660311219417 |
Regeneration | 13.483231448679 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 5 |
See Stealth | 45.575238763606 |
See Invisible | 45.575238763606 |
Offense: Mainhand
Damage | 74 |
Accuracy | 51 |
Crit Chance | 37% |
APR | 24 |
Speed | 1.00 |
Offense: Offhand
Damage | 53 |
Accuracy | 51 |
Crit Chance | 42% |
APR | 24 |
Speed | 0.90 |
Offense: Spell
Spellpower | 18 |
Crit Chance | 22% |
Speed | 1 |
Offense: Mind
Mindpower | 44 |
Crit Chance | 22% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +3% |
Cold | +15% |
Lightning | +3% |
Physical | +12% |
Fire | +9% |
Nature | +17% |
Offense: Damage Penetration
Lightning | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 26 (58.594633868923%) |
Defense | 49 |
Ranged Defense | 49 |
Fatigue | 0 |
Physical Save | 30 |
Spell Save | 15 |
Mental Save | 26 |
Defense: Resistances
Darkness | + 14%( 70%) |
Temporal | + 22%( 70%) |
All | + 11%( 70%) |
Physical | + 12%( 70%) |
Cold | + 39%( 70%) |
Nature | + 41%( 70%) |
Defense: Immunities
Teleport Resistance | 30% |
Pinning Resistance | 24% |
Disarm Resistance | 70% |
Confusion Resistance | 10% |
Knockback Resistance | 22% |
Stun Resistance | 28% |
Instadeath Resistance | 100% |
Blind Resistance | 40% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 435 life over 5 turns. Its effects scale with your Cunning 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 45 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 Willpower 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 200 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 669% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
Technique / Duelist | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 4/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 5/5 |
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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Scintillating Caves. Escort: injured seer (level 2 of Scintillating Caves)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Scintillating Caves. Escort: repented thief (level 3 of Scintillating Caves)As a reward you improved Cunning 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 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 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 |
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 the fox. 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.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
On feet | ![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Cun / +4 Wil Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | ![]() Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Confusion immunity: +10% Teleport immunity: +10% Only die when reaching: -80.00 life Maximum life: +122.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +8 Fatigue: +5% Damage when hit (Melee): 2 physical Changes stats: +2 Str Spell save: +3 (+3 eff.) Blindness immunity: +20% Only die when reaching: -60.00 life Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 7 nature Changes stats: +3 Str / +3 Dex / +6 Mag / +2 Cun Changes resistances: +6% nature / +3% darkness Changes damage: +5% nature / +3% darkness Talent cooldown: Double Strike (-1 turn) Physical save: +8 (+4 eff.) Life regen: +2.40 Stamina each turn: +0.60 Psi each turn: +0.10 When used to modify unarmed attacks: Power: 115% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +5 Armour Penetration: +3 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Second Wind (10% chance level 1). When this weapon hits: Venomous Breath (10% chance level 3). When this weapon hits: Set Up (10% chance level 3). Damage (radius 2) on crit: +10 nature Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Changes stats: +2 Cun Equilibrium when hit: +0.08 Only die when reaching: -80.00 life Mindpower: +30 (+10 eff.) It can be used to heal yourself and all friendly characters within 10 spaces for 284 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +5 Str / +5 Con Life regen: +5.00 Maximum life: +50.00 Healing mod.: +12% Rings make your fingers look great! |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +12% cold Blindness immunity: +20% Disarm immunity: +20% Stun/Freeze immunity: +28% Teleport immunity: +20% Life regen: +3.00 Hate when firing a critical mind attack: +1.00 Healing mod.: +10% Rings make your fingers look great! |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Changes resistances: +12% temporal Pinning immunity: +24% Knockback immunity: +22% Amulets make your neck look great! |
In main hand | ![]() Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 111% Range: 1.3x Uses stats: 100% Dex, 0% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
Around waist | ![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Armour: +6 Changes resistances penetration: +5% lightning Changes damage: +3% lightning Critical mult.: +10.00% Only die when reaching: -40.00 life Maximum life: +31.00 A belt that goes around your waist. |
In off hand | ![]() Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 129% Range: 1.3x Uses stats: 50% Dex, 50% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+5 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+7 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Cloak | ![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Changes stats: +3 Str Changes resistances: +1% physical Changes damage: +9% physical Physical save: +3 (+1 eff.) Stamina each turn: +2.00 Maximum life: +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Damage when hit (Melee): 4 mind / 2 fire Changes resistances: +18% nature / +7% all Changes damage: +9% fire / +12% nature / +3% physical Only die when reaching: -80.00 life A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() Infused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Mag Mana each turn: +0.15 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +23.00 Amulets make your neck look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +2 Changes stats: +1 Wil Changes resistances: +6% cold Disarm immunity: +20% Pinning immunity: +21% Knockback immunity: +41% Maximum life: +21.00 Maximum psi: +20.00 Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour penetration: +1 Physical power: +5 (+2 eff.) Changes resistances: +3% darkness Reduces incoming crit damage: 15.00% Physical save: +7 (+3 eff.) Spell save: +6 (+5 eff.) Mental save: +6 (+3 eff.) Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Damage when hit (Melee): 2 light / 4 blight Changes stats: +3 Dex / +3 Wil Mental save: +6 (+3 eff.) Blindness immunity: +24% Mana each turn: +0.04 Mana when firing critical spell: +2.00 Spellpower: +15 (+8 eff.) Infravision radius: +3 See stealth: +9 See invisible: +7 Rings make your fingers look great! |
![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 14 light Damage (Ranged): 12 light Damage when hit (Melee): 2 arcane Changes stats: +1 Dex / +1 Mag / +3 Wil / +4 Con Changes resistances: +10% temporal Changes damage: +11% light / +10% temporal Mental save: +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings make your fingers look great! |
![]() Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Power: 111% Range: 1.3x Uses stats: 45% Cun, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +25 Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+6 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. 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. |
![]() Requires: - Dexterity 16 Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Power: 107% Range: 1.3x Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to reduce damage dealt by 23% * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On weapon crit: * Wound the target dealing 170 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +4 darkness Damage (radius 1) on hit: +9 fire When wielded/worn: Physical crit. chance: +6.0% Physical power: +7 (+3 eff.) Damage when hit (Melee): 2 darkness Sharp, short and deadly. |
![]() Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 2 Power: 106% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 2). On weapon hit: * 5% chance to reduce strength, dexterity, and constitution by 11 * 25% chance for lightning to strike from the target to a second target dealing 24 damage Damage (Melee): +6 blight / +10 cold When wielded/worn: Changes stats: +2 Dex Disease immunity: +13% Only die when reaching: -40.00 life Maximum stamina: +20.00 Mindpower: +10 (+3 eff.) Blunt and deadly. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +9 Defense: +11 (+4 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 28 Changes stats: +5 Cun / +5 Wil Changes resistances: +11% light / +14% darkness Changes resistances penetration: +5% lightning Changes damage: +9% lightning / +15% mind Damage against: +22% Summoned Reduced damage from: +25% Summoned Physical save: +17 (+8 eff.) A belt that goes around your waist. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +9 (+3 eff.) Damage when hit (Melee): 8 mind Changes stats: +4 Str / +5 Con Changes resistances: +6% light Changes damage: +12% acid Physical save: +9 (+4 eff.) Maximum hate: +2.00 Maximum psi: +20.00 Size category: +1 A belt that goes around your waist. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 55% Changes stats: +5 Mag / +5 Wil Changes resistances: +22% darkness / +6% nature / +12% mind / +9% all Changes damage: +15% darkness / +12% mind / +6% nature Mana each turn: +0.12 Psi each turn: +0.13 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +22% light / +15% all Changes damage: +15% light A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -5% Changes resistances: +9% lightning / +3% cold Changes resistances penetration: +15% fire Maximum encumbrance: +21 Physical save: +7 (+3 eff.) Mental save: +9 (+5 eff.) Only die when reaching: -20.00 life Maximum life: +20.00 Healing mod.: +5% A pair of boots made of leather. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +5 Dex / +6 Lck / +1 Con Changes resistances: +6% nature Changes resistances penetration: +10% nature Stealth bonus: +5 Light radius: +2 A pair of boots made of leather. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Mag / +3 Wil It can be used to blink to a nearby random location (rad 7) Activation puts all charms on cooldown for 25 turns. A pair of boots made of leather. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Mag / +6 Con Changes damage: +3% physical / +4% darkness / +5% light / +9% arcane / +3% temporal Disease immunity: +15% Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 5.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... It was changed by the digestive sack. |
![]() Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 (+4 eff.) Fatigue: +7% Changes stats: +4 Con Talent mastery: -0.20 Cunning / Stealth Maximum life: +40.00 Infravision radius: +3 The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +6 Damage when hit (Melee): 6 light Changes stats: +2 Str Changes resistances: +6% nature Changes resistances penetration: +20% mind Changes damage: +3% mind Blindness immunity: +10% Maximum life: +22.00 Maximum stamina: +20.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 10 arcane resource burn Changes stats: +3 Mag / +4 Wil / +1 Cun / +4 Con Changes resistances: +3% acid / +3% cold / +5% arcane Changes damage: +7% mind Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +6% mind / +15% acid Changes damage: +3% nature Maximum life: +40.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() Infused 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. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 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. |
![]() Powered 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. |
![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 3 When wielded/worn: Armour penetration: +3 Physical power: +5 (+2 eff.) Changes stats: +3 Dex Changes resistances: +3% darkness It can be used to project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 258 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Heal for 30. * Reduce fatigue by 20% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes stats: +4 Dex / +2 Wil / +4 Con Changes resistances: +12% fire It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 1 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes resistances penetration: +15% nature Changes damage: +6% fire Mental save: +9 (+5 eff.) Stun/Freeze immunity: +10% It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 23 lightning damage and will be dazed for 1 turn (119 total damage) Activation puts all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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 rat the Shalore Rogue level 14
68th Dusk 122nd year of Ascendancy at 03:56 see stats
By rat the Shalore Rogue level 10
2nd Summertide 122nd year of Ascendancy at 05:09 see stats
By rat the Shalore Rogue level 20
37th Haze 122nd year of Ascendancy at 21:45 see stats
By rat the Shalore Rogue level 11
3rd Flare 122nd year of Ascendancy at 13:42 see stats
By rat the Shalore Rogue level 17
18th Haze 122nd year of Ascendancy at 12:16 see stats
Log
Xyvea the red jelly hits rat for 41 fire, 36 fire (77 total damage).
rat performs a melee critical strike against Xyvea the red jelly!
Xyvea the red jelly resists the vile poison!
rat performs a melee critical strike against Xyvea the red jelly!
Xyvea the red jelly resists the vile poison!
Xyvea the red jelly shares damage with his oozes!
rat hits Xyvea the red jelly for 20 physical, 1 nature, 16 physical, 1 nature (39 total damage).
Melee retaliation hits rat for 0 fire, 0 fire (0 total damage).
Decrepitude Disease from Rat hits Bloated ooze for 10 blight damage.
The protective shield of Rat disappears.
Rat regains balance.
Talent Evasion is ready to use.
Poison from Bloated ooze hits rat for 121 nature damage.
Rotting Disease from Xyvea the red jelly hits rat for 10 fire damage.
Decrepitude Disease from Xyvea the red jelly hits rat for 10 fire damage.
Bleeding from Xyvea the red jelly hits rat for 32 fire damage.
Xyvea the red jelly regains their balance.
Xyvea the red jelly uses Dual Strike.
Rat casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Rat's Venomous Strike is disrupted by her wounds!
Rat shrugs off the effect 'Stunned'!
Xyvea the red jelly misses rat.
Xyvea the red jelly shares damage with his oozes!
Rotting Disease from Rat hits Xyvea the red jelly for 2 blight damage.
Decrepitude Disease from Rat hits Xyvea the red jelly for 2 blight damage.
Melee retaliation hits Xyvea the red jelly for 1 physical, 0 fire, 1 mind (1 total damage).
Xyvea the red jelly hits rat for 45 fire damage.
rat the level 21 shalore rogue was burnt to death by Xyvea the red jelly on level 1 of Old Forest.