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 | Nightmare Roguelike |
Sex | Male |
Race | Skeleton |
Class | Berserker |
Level / Exp | 24 / 7% |
Size | medium |
Lifes / Deaths | Killed by Grand Corruptor at level 24 on the 36th Haze 122nd year of Ascendancy at 03:05 / 2Killed by Grand Corruptor at level 24 on the 36th Haze 122nd year of Ascendancy at 03:29 |
Primary Stats
Strength | 88 (base 54) |
Dexterity | 46 (base 11) |
Constitution | 49 (base 48) |
Magic | 13 (base 10) |
Willpower | 25 (base 10) |
Cunning | 23 (base 11) |
Resources
Life | -119/892 |
Stamina | 14/226 |
Healing Factor | 1.6332873839945 |
Regeneration | 11.859784489402 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 11 |
Offense: Mainhand
Damage | 126 |
Accuracy | 49 |
Crit Chance | 30% |
APR | 7 |
Speed | 1.00 |
Offense: Spell
Spellpower | 18 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 26 |
Crit Chance | 13% |
Speed | 1 |
Offense: Damage Bonus
Physical | +6% |
Lightning | +13% |
Nature | +9% |
Temporal | +4% |
Blight | +9% |
Arcane | +9% |
Cold | +42% |
All | 0% |
Offense: Damage Penetration
Nature | +5% |
Lightning | +10% |
Acid | +5% |
Cold | +20% |
Blight | +5% |
Arcane | +10% |
Mind | +20% |
All | 0% |
Defense: Base
Armour (hardiness) | 40.317011280365 (72.903125182002%) |
Defense | 51 |
Ranged Defense | 51 |
Fatigue | 25 |
Physical Save | 33 |
Spell Save | 13 |
Mental Save | 30 |
Defense: Resistances
Acid | + 15%( 70%) |
Blight | + 13%( 70%) |
Arcane | + 15%( 70%) |
Cold | + 47%( 70%) |
All | + 10%( 70%) |
Physical | + 14%( 70%) |
Lightning | + 33%( 70%) |
Light | + 26%( 70%) |
Temporal | + 20%( 70%) |
Mind | + 15%( 70%) |
Darkness | + 15%( 70%) |
Fire | + 15%( 70%) |
Nature | + 33%( 70%) |
Defense: Immunities
Disarm Resistance | 61% |
Bleed Resistance | 100% |
Instadeath Resistance | 100% |
Fear Resistance | 100% |
Silence Resistance | 20% |
Poison Resistance | 100% |
Knockback Resistance | 0% |
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 398 damage for 4 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 108 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 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 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 arcane, 3 physical, 3 darkness, 3 cold |
Class Talents
Technique / Berserker's strength | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Bloodthirst | 1.30 |
| 5/5 |
| 4/5 |
| 3/5 |
| 3/5 |
Technique / Two-handed assault | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Undead / Skeleton | 1.10 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Conditioning | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost sun paladin from death by Xeth the snow giant thunderer. Escort: lost sun paladin (level 1 of Daikara) | failed |
You failed to protect the lost sun paladin from death by Glorodherin the warg. Escort: lost sun paladin (level 2 of Old Forest) | failed |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved talent Foresight (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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 have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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 |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within6 lumberjacks have died. | 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 |
Equipment
On feet | Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | Dayraven DayravenInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +6% fire / +6% darkness / +18% light Mental save: +6 (+3 eff.) Mindpower: +6 (+3 eff.) Mental crit. chance: +8% Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Poridheta the Prismrebel (0 def, 3 armour) =Cun= Poridheta the Prismrebel (0 def, 3 armour) =Cun=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +4 Armour: +3 Fatigue: +5% Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 11 Changes stats: +2 Cun / +3 Dex Changes resistances: +3% blight Changes resistances penetration: +5% blight / +5% nature Light radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | voratun torque of psionic shield 'Tundrapunish' [power 139] (5/25 cooldown) voratun torque of psionic shield 'Tundrapunish' [power 139] (5/25 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Changes resistances: +6% cold Changes damage: +27% cold It can be used to setup a psionic shield, reducing all damage taken by 139 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Gain a 22% chance to evade weapon attacks for 2 turns. * Increase all damage penetration by 27% for 2 turns. * Reduce fatigue by 32% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | Isamibeth the steel ring Isamibeth the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +15 (+5 eff.) Damage when hit (Melee): 6 mind Changes resistances: +26% lightning Changes resistances penetration: +20% mind Changes damage: +13% lightning Disarm immunity: +20% Maximum life: +40.00 Rings make your fingers look great! |
On fingers | Plaguewarden PlaguewardenCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 Damage when hit (Melee): 10 nature Changes stats: +4 Str Changes resistances: +6% acid / +6% nature Changes resistances penetration: +5% acid Changes damage: +9% nature Rings make your fingers look great! |
Around waist | Gliwen =Cun= Gliwen =Cun=Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +4 (+1 eff.) Changes stats: +3 Mag / +5 Wil / +5 Cun Changes resistances penetration: +10% arcane Changes damage: +9% blight Damage against: +24% Summoned Reduced damage from: +25% Summoned Critical mult.: +11.00% Life regen: +2.00 Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +5 (+3 eff.) Healing mod.: +16% A belt that goes around your waist. |
In main hand | stralite greatsword 'Starrock' (50-81 power, 3 apr) stralite greatsword 'Starrock' (50-81 power, 3 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 50.5 - 80.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +7 cold Damage (radius 1) on hit: +14 fire When wielded/worn: Accuracy: +13 (+4 eff.) Defense: +16 (+6 eff.) Changes resistances: +3% cold / +9% nature / +6% temporal Mental save: +6 (+3 eff.) Disarm immunity: +41% Massive two-handed swords. |
On hands | Urtherodir (15 def, 1 armour) Urtherodir (15 def, 1 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Defense: +15 (+5 eff.) Fatigue: +1% Damage (Melee): 6 temporal Damage (Ranged): 6 temporal Changes stats: +1 Cun / +1 Con Changes resistances: +5% temporal Changes damage: +4% temporal Maximum life: +40.00 Healing mod.: +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | Xeruvena (17 def, 16 armour) Xeruvena (17 def, 16 armour)Requires: - Heavy armour training - Strength 14 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +16 Defense: +17 (+6 eff.) Fatigue: +12% Changes resistances: +6% mind / +5% arcane Mental save: +12 (+6 eff.) Silence immunity: +20% A suit of armour made of mail. |
Cloak | Rhinik the cashmere cloak (2 def, 0 armour) Rhinik the cashmere cloak (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +10 (+2 eff.) Defense: +2 (+1 eff.) Changes stats: +2 Str Changes resistances: +4% physical Changes damage: +6% physical Maximum life: +44.00 Maximum stamina: +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | steel amulet 'Sleetslicer' steel amulet 'Sleetslicer'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 8 arcane / 8 lightning Changes stats: +4 Str / +6 Dex / +6 Wil Changes resistances: +12% cold Changes resistances penetration: +10% lightning / +20% cold Changes damage: +9% arcane Amulets make your neck look great! |
Inventory
The Black Core The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
restful copper amulet of cunning (+3) =Cun= restful copper amulet of cunning (+3) =Cun=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Cun Life regen: +1.00 Amulets make your neck look great! |
Loammarrow =Cun= Loammarrow =Cun=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +7 (+2 eff.) Effects on melee hit: * 10% chance to slow global speed by 44% Damage when hit (Melee): 4 nature Changes stats: +9 Dex / +4 Mag / +1 Wil / +5 Cun Reduces incoming crit damage: 10.00% Rings make your fingers look great! |
Nightsong =Cun= Nightsong =Cun=Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+6 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 50 power out of 50/50) : Effective talent level: 2.0 Power cost: 50 out of 50/50. Range: 7 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Snowbliss =Cun= Snowbliss =Cun=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 21% Damage when hit (Melee): 2 cold Changes stats: +5 Cun / +5 Wil Changes resistances: +6% light Changes resistances penetration: +25% cold Changes damage: +9% cold Mindpower: +8 (+4 eff.) Rings make your fingers look great! |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Cloak of Deception =Keep= Cloak of Deception =Keep=Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+3 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
This item will automatically be transmogrified when you leave the level. Islyleba (2 def, 0 armour)Islyleba (2 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Str / +1 Dex / +2 Wil / +2 Cun Changes resistances penetration: +15% arcane Changes damage: +6% arcane Reduces incoming crit damage: 15.00% Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Muckspiker the cashmere cloak (2 def, 0 armour) =Cun= Muckspiker the cashmere cloak (2 def, 0 armour) =Cun=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Cun / +2 Dex Changes resistances penetration: +25% nature / +5% acid Changes damage: +6% nature / +12% acid A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Manalafast the pair of rough leather boots (0 def, 1 armour) =Cun= Manalafast the pair of rough leather boots (0 def, 1 armour) =Cun=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -5% Changes stats: +6 Cun Changes resistances: +3% mind Critical mult.: +10.00% Maximum encumbrance: +21 Physical save: +6 (+3 eff.) Mindpower: +10 (+5 eff.) A pair of boots made of leather. |
prismatic rough leather cap of the depths (0 def, 1 armour) =WBreathing= prismatic rough leather cap of the depths (0 def, 1 armour) =WBreathing=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +5% cold / +11% light / +11% darkness Allows you to breathe in: water A cap made of leather. |
enlightening steel mail armour of resilience (2 def, 6 armour) =Cun= enlightening steel mail armour of resilience (2 def, 6 armour) =Cun=Requires: - Heavy armour training - Strength 20 Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +4 Cun / +3 Wil Mental save: +10 (+5 eff.) Maximum life: +27.00 A suit of armour made of mail. |
iron mail armour 'Khelulen' (2 def, 4 armour) iron mail armour 'Khelulen' (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Effects on melee hit: * 10% chance to reduce all saves and defense by 18 Changes resistances: +3% acid / +9% fire Life regen: +2.00 Maximum life: +21.00 Healing mod.: +10% A suit of armour made of mail. |
7 agate 7 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
186 alchemist agate 186 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 opal 9 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz 8 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 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. |
iron pickaxe 'Samegas' (dig speed 35 turns) =Cun= iron pickaxe 'Samegas' (dig speed 35 turns) =Cun=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Physical power: +5 (+1 eff.) Fatigue: -5% Changes stats: +2 Cun / +3 Str Critical mult.: +10.00% Mental save: +6 (+3 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 38 turns) iron pickaxe of endurance (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
7 spinel 7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+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. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: 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 ClawPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 9 power out of 9/9) : Effective talent level: 2.0 Power cost: 9 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 79.00 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 FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Gwai's Burninator Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 326.00 fire damage (based on Magic) Activation costs 50 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Bizzare Contraption =Keep= Bizzare Contraption =Keep=2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +8 Cun Changes resistances: +15% lightning Changes damage: +15% lightning Physical save: +18 (+8 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
6 amethyst 6 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz quartz0.00 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. |
7 ametrine 7 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 citrine 11 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon 5 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By John Berserk the Skeleton Berserker level 22
17th Haze 122nd year of Ascendancy at 20:06 see stats
By John Berserk the Skeleton Berserker level 22
13rd Haze 122nd year of Ascendancy at 11:46 see stats
By John Berserk the Skeleton Berserker level 21
1st Time of Equilibrium 122nd year of Ascendancy at 11:09 see stats
By John Berserk the Skeleton Berserker level 18
53rd Dusk 122nd year of Ascendancy at 17:55 see stats
By John Berserk the Skeleton Berserker level 10
3rd Summertide 122nd year of Ascendancy at 01:24 see stats
By John Berserk the Skeleton Berserker level 20
57th Dusk 122nd year of Ascendancy at 22:25 see stats
By John Berserk the Skeleton Berserker level 19
57th Dusk 122nd year of Ascendancy at 03:37 see stats
By John Berserk the Skeleton Berserker level 24
36th Haze 122nd year of Ascendancy at 03:22 see stats
By John Berserk the Skeleton Berserker level 11
6th Flare 122nd year of Ascendancy at 20:15 see stats
By John Berserk the Skeleton Berserker level 22
17th Haze 122nd year of Ascendancy at 23:39 see stats
By John Berserk the Skeleton Berserker level 16
42nd Dusk 122nd year of Ascendancy at 16:35 see stats
By John Berserk the Skeleton Berserker level 24
36th Haze 122nd year of Ascendancy at 03:06 see stats
Log
John Berserk is free from the rotting disease.
Grand Corruptor casts Blood Spray.
John Berserk is afflicted by a rotting disease!
John Berserk is unstoppable!
Grand Corruptor hits John Berserk for (161 refused), 0 blight (0 total damage).
Talent Bone Armour is ready to use.
John Berserk is unstoppable!
Rotting Disease from Grand Corruptor hits John Berserk for (31 refused), 0 blight (0 total damage).
Grand Corruptor casts Soul Rot.
John Berserk is unstoppable!
Grand Corruptor's Soul Rot hits John Berserk for (211 refused), 0 blight (0 total damage).
John Berserk hits Grand Corruptor for (107 to bones), 0 physical, 9 cold, 3 temporal, 7 fire (19 total damage).
Grand Corruptor casts Burning Hex.
Grand Corruptor's spell attains critical power!
John Berserk is hexed!
John Berserk is unstoppable!
Rotting Disease from Grand Corruptor hits John Berserk for (43 refused), 0 blight (0 total damage).
John Berserk receives 213 healing from Unstoppable.
John Berserk hits Grand Corruptor for 103 physical, 9 cold, 3 temporal, 7 fire (121 total damage).
Grand Corruptor casts Blood Boil.
John Berserk is free from the rotting disease.
John Berserk slows down.
Grand Corruptor receives 56 healing.
Grand Corruptor hits John Berserk for 222 blight damage.
John Berserk the level 24 skeleton berserker was tainted to death by Grand Corruptor on level 2 of Mark of the Spellblaze.
John Berserk no longer revels in blood quite so much.