








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 Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Brawler |
| Level / Exp | 21 / 60% |
| Size | medium |
| Lifes / Deaths | Killed by Poloth the animated skull at level 21 on the 59th Haze 122nd year of Ascendancy at 00:37 4 / 2Killed by Relgayakan at level 21 on the 59th Haze 122nd year of Ascendancy at 00:42 |
Primary Stats
| Strength | 31 (base 13) |
| Dexterity | 54 (base 39) |
| Constitution | 32 (base 10) |
| Magic | 16 (base 10) |
| Willpower | 11 (base 10) |
| Cunning | 62 (base 50) |
Resources
| Life | 693/693 |
| Stamina | 162/162 |
| Healing Factor | 1.1724420161895 |
| Regeneration | 0.29311050404737 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 36.889385242605 |
| See Invisible | 39.889385242605 |
Offense: Barehand
| Damage | 64 |
| Accuracy | 54 |
| Crit Chance | 25% |
| APR | 13 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 21 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +9% |
| Light | +4% |
| Nature | +24% |
| Fire | +20% |
| Arcane | +3% |
| Mind | +27% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +15% |
| Light | +15% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 28 (44.574340358689%) |
| Defense | 51 |
| Ranged Defense | 51 |
| Fatigue | 0 |
| Physical Save | 50 |
| Spell Save | 9 |
| Mental Save | 36 |
Defense: Resistances
| Blight | + 9%( 70%) |
| Physical | + 11%( 70%) |
| All | + 3%( 70%) |
| Lightning | + 12%( 70%) |
| Light | + 42%( 70%) |
| Temporal | + 38%( 70%) |
| Darkness | + 27%( 70%) |
| Fire | + 24%( 70%) |
| Nature | + 14%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Pinning Resistance | 23% |
| Bleed Resistance | 100% |
| Knockback Resistance | 27% |
| Fear Resistance | 100% |
| Stun Resistance | 20% |
| Poison Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (3/3)
| 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 301 damage for 4 turns. Its effects scale with your Dexterity 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 105 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 5 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 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. |
Class Talents
| Technique / Pugilism | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Grappling | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Unarmed training | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Scintillating Caves. Escort: lost sun paladin (level 3 of Scintillating Caves)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
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 Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. | 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 AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed snow giant kidney. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one 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.' | 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 | Gylratira (10 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +10 (+3 eff.) Changes stats: +4 Cun / +3 Con Changes resistances: +6% blight / +3% temporal / +6% lightning Physical save: +20 (+7 eff.) Mental save: +20 (+8 eff.) Stun/Freeze immunity: +20% A pair of boots made of leather. |
| On hands | Mayeth (0 def, 8 armour)Requires: - Heavy armour training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +8 Fatigue: +3% Damage (Melee): 5 light / 7 physical Changes stats: +3 Mag Changes resistances: +10% light / +1% physical Changes damage: +3% physical / +3% arcane / +4% light Physical save: +6 (+2 eff.) Only die when reaching: -60.00 life When used to modify unarmed attacks: Base power: 19.5 - 27.3 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Sand Breath (10% chance level 3). When this weapon hits: Searing Light (20% chance level 3). Damage (Melee): +4 arcane Damage (radius 1) on hit: +7 physical Damage (radius 2) on crit: +8 arcane / +5 physical Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | hardened leather cap 'Xavea' (0 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +4 Physical power: +25 (+7 eff.) Armour: +7 Fatigue: +3% Damage when hit (Melee): 8 physical Physical save: +13 (+5 eff.) Stamina each turn: +3.00 A cap made of leather. |
| Tool | Dayhack the iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +20 (+6 eff.) Physical crit. chance: +1.0% Changes stats: +1 Str Changes resistances: +11% nature / +3% lightning Changes resistances penetration: +5% light Changes damage: +6% nature Physical save: +3 (+1 eff.) Stamina each turn: +3.00 Maximum life: +40.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | PlagueclashInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 47% Damage when hit (Melee): 4 nature Changes resistances: +22% fire Changes resistances penetration: +15% lightning / +5% nature Changes damage: +12% nature / +20% fire Rings make your fingers look great! |
| On fingers | DaycastPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Physical power: +14 (+4 eff.) Changes stats: +5 Str / +6 Dex / +6 Cun / +5 Con Changes resistances penetration: +10% light / +10% nature Spellpower: +7 (+4 eff.) Mindpower: +6 (+3 eff.) Light radius: +3 Rings make your fingers look great! |
| Around neck | Aerugrim the SwampjusticeInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Changes resistances: +16% temporal / +14% light / +12% darkness Changes damage: +6% physical / +6% nature / +18% mind Blindness immunity: +20% Pinning immunity: +23% Knockback immunity: +27% Combat speed: +10% Amulets make your neck look great! |
| Main armor | Betalaith the hardened leather armour (9 def, 6 armour)Requires: - Strength 16 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+3 eff.) Fatigue: +8% Changes stats: +1 Cun Changes resistances: +7% physical / +17% temporal / +13% darkness / +13% light Changes damage: +9% mind Physical save: +19 (+7 eff.) Psi when hit: +0.04 Mindpower: +5 (+3 eff.) Mental crit. chance: +2% A suit of armour made of leather. |
| Light source | Chillflash the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 6 cold Changes stats: +1 Cun / +1 Dex Physical save: +6 (+2 eff.) Maximum life: +43.00 Light radius: +3 Infravision radius: +2 See invisible: +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. |
| Cloak | Sleetrage (16 def, 2 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +2 Defense: +16 (+5 eff.) Damage when hit (Melee): 6 cold Changes stats: +3 Con Critical mult.: +10.00% Physical save: +3 (+1 eff.) Maximum life: +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | FlashblissInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +1 Dex / +3 Mag / +1 Wil / +2 Con Changes resistances: +3% light Reduces incoming crit damage: 10.00% Mental save: +7 (+3 eff.) Maximum life: +42.00 Infravision radius: +3 A belt that goes around your waist. |
Inventory
Blood of LifeInfused 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..." |
Rune of Reflection (--)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use 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 and reflecting at most 180 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
EilinolaithCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 6 blight Changes stats: +3 Dex / +1 Con Talent mastery: +0.13 Technique / Unarmed training Mana each turn: +0.04 Mana when firing critical spell: +2.00 Infravision radius: +2 Amulets make your neck look great! |
Strikeshaper the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +15 (+4 eff.) Defense: +5 (+2 eff.) Changes stats: +1 Mag / +3 Cun / +1 Con Changes resistances: +22% cold Changes resistances penetration: +5% physical Changes damage: +9% lightning / +11% cold Rings make your fingers look great! |
Tulylar the TreehashInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour penetration: +1 Physical power: +5 (+2 eff.) Armour: +2 Changes stats: +4 Str Changes resistances: +10% mind Changes resistances penetration: +5% nature Changes damage: +10% mind Rings make your fingers look great! |
Bregavor the PitchkingCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 17% Changes stats: +4 Dex / +1 Mag Reduces incoming crit damage: 5.00% Spell save: +6 (+6 eff.) See invisible: +12 Size category: +1 A belt that goes around your waist. |
Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+3 eff.) Mindpower: +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+4 eff.) Damage when hit (Melee): 10 cold Changes resistances: +7% all / +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent 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 Spellpower: +5 (+3 eff.) Movement speed: +15% Talent on hit(spell): Water Jet (5% chance level 1). This deep blue robe flows and ripples as if pushed by an invisible tide. |
Radhumas the pair of rough leather boots (5 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +20 (+6 eff.) Armour: +1 Defense: +5 (+2 eff.) Changes stats: +1 Cun / +2 Mag Only die when reaching: -60.00 life Maximum stamina: +20.00 Spellpower: +3 (+2 eff.) A pair of boots made of leather. |
Woepierce the pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +3 Fatigue: +2% Changes resistances: +5% arcane / +9% darkness Changes damage: +3% arcane / +3% darkness Only die when reaching: -60.00 life Movement speed: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Xanatta the pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +1 Dex / +2 Cun / +2 Con Physical save: +11 (+4 eff.) Spell save: +3 (+3 eff.) Mental save: +26 (+10 eff.) Cut immunity: +10% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A pair of boots made of leather. |
pair of rough leather boots 'Dairyrach' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +1 Changes stats: +2 Str / +3 Mag / +2 Cun / +5 Con Physical save: +11 (+4 eff.) Mental save: +11 (+5 eff.) A pair of boots made of leather. |
Splendourwrecker the hardened leather gloves (0 def, 5 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +12 (+4 eff.) Armour: +5 Damage (Melee): 7 acid Changes stats: +3 Dex Changes resistances: +5% acid Changes resistances penetration: +10% light Changes damage: +5% acid / +3% light / +6% blight Mental save: +5 (+2 eff.) Maximum life: +43.00 Light radius: +2 When used to modify unarmed attacks: Base power: 19.5 - 21.5 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +9 Armour Penetration: +3 Crit. chance: +8.0% Attack speed: 125% When this weapon hits: Battle Shout (10% chance level 3). When this weapon hits: Corrosive Breath (10% chance level 3). Damage (radius 2) on crit: +8 acid Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Glitterbliss (10 def, 7 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Physical crit. chance: +1.0% Armour: +7 Defense: +10 (+3 eff.) Fatigue: +5% Changes stats: +3 Dex / +3 Cun / +1 Con Changes damage: +9% light Critical mult.: +5.00% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Mayulaith the iron helm (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +3 Fatigue: +5% Changes stats: +1 Dex / +4 Con Changes resistances: +6% lightning / +5% temporal / +1% physical Mindpower: +5 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dragonslayer's hardened leather cap of the depths (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +7% acid / +8% fire / +7% lightning / +5% cold Allows you to breathe in: water A cap made of leather. |
rough leather cap 'Ragoharadas' (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +1 Armour: +5 Fatigue: +1% Changes stats: +4 Dex Changes resistances: +6% mind Changes resistances penetration: +10% physical Blindness immunity: +10% A cap made of leather. |
cured leather armour 'Floereaper' (6 def, 4 armour)Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Physical crit. chance: +3.0% Physical power: +6 (+2 eff.) Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Damage when hit (Melee): 6 arcane Changes stats: +2 Wil Changes resistances: +12% blight / +14% darkness Changes resistances penetration: +10% cold Changes damage: +3% cold Critical mult.: +11.00% Maximum life: +24.00 Light radius: +2 A suit of armour made of leather. |
8 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. |
169 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 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. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
3 topaz0.00 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. |
Demonic SoulPowered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
12 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. |
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. |
2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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 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. |
Aerewyn [power 105] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Blindness immunity: +10% Silence immunity: +20% Knockback immunity: +10% Maximum life: +20.00 It can be used to blast the opponent's mind dealing 133 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 21% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
2 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. |
2 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. |
11 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 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
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Relgayakan the Skeleton Brawler level 6
10th Flare 122nd year of Ascendancy at 23:09 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Relgayakan the Skeleton Brawler level 10
15th Dusk 122nd year of Ascendancy at 14:20 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Relgayakan the Skeleton Brawler level 20
45th Haze 122nd year of Ascendancy at 10:55 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Relgayakan the Skeleton Brawler level 21
57th Haze 122nd year of Ascendancy at 21:11 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Relgayakan the Skeleton Brawler level 5
3rd Mirth 122nd year of Ascendancy at 01:31 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Relgayakan the Skeleton Brawler level 10
19th Dusk 122nd year of Ascendancy at 07:33 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Relgayakan the Skeleton Brawler level 20
47th Haze 122nd year of Ascendancy at 02:30 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Relgayakan the Skeleton Brawler level 15
40th Dusk 122nd year of Ascendancy at 21:56 see stats
Utterly Destroyed (Insane (Adventure) difficulty)
Died on the Eidolon Plane.By Relgayakan the Skeleton Brawler level 21
59th Haze 122nd year of Ascendancy at 00:42 see stats
Log
Relgayakan's light area effect hits Poloth the animated skull for (12 flat reduction), 25 light (25 total damage).
Relgayakan's light area effect hits Silogatta the degenerated skeleton warrior for 41 light damage.
Relgayakan's light area effect hits Skeleton mage for 41 light damage.
Relgayakan's light area effect hits Worm that walks (servant of Silogatta the degenerated skeleton warrior) for 41 light damage.
Relgayakan hits Isymina the skeleton magus for 6 physical damage.
Relgayakan hits Eilinassra the skeleton warrior for (16 parried), 181 physical, 4 arcane, 7 physical, 5 light, 69 light, 7 physical (274 total damage).
Relgayakan hits Worm that walks (servant of Silogatta the degenerated skeleton warrior) for 7 physical damage.
Relgayakan hits Silogatta the degenerated skeleton warrior for 7 physical damage.
Relgayakan hits Skeleton mage for 7 physical damage.
Relgayakan hits Poloth the animated skull for (5 flat reduction), 0 physical (0 total damage).
Silogatta the degenerated skeleton warrior shoves Worm that walks (servant of Silogatta the degenerated skeleton warrior) aside.
Worm that walks (servant of Silogatta the degenerated skeleton warrior) misses Relgayakan.
Worm that walks (servant of Silogatta the degenerated skeleton warrior) misses Relgayakan.
Poloth the animated skull uses Headshot.
Eilinassra the skeleton warrior speeds up.
Skeleton magus misses Relgayakan.
Poloth the animated skull's Headshot performs a ranged critical strike against Relgayakan!
Your shield crumbles under the damage!
The shield around Relgayakan crumbles.
Poloth the animated skull's Headshot hits Relgayakan for (9 flat reduction), (210 absorbed), 169 physical (169 total damage).
Relgayakan the level 21 skeleton brawler was torn limb from limb to death by Poloth the animated skull on level 2 of Hallowed Fields.
You have 4 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Poloth the animated skull's Headshot killed Relgayakan!
Saving game...
Ran for 2 turns (stop reason: interesting character).
Saving done.
Personal New Achievement: Utterly Destroyed (Insane (Adventure) difficulty)!































































































