









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:
Light From Below 1.7.6Below Eyal, something is calling. Deep in the tunnels, past the dwarven fortress of Iron Gate, you have stumbled upon a Light... This addon adds a new campaign set in the depths below the Iron Throne, during an unknown time period. Items Vault 1.7.6Donators/Buyers bonus! The Hammer of Urh'Rok: Part I 1.7.4The Hammer of Urh'Rok, Part I ((This Addon requires the Ashes of Urh'rok DLC)) In this timeline, the Scourge from the West died after using the Demonic Orb of Many Ways, giving the demons everything they needed to get through the planetary shield. As a Bringer of Doom in service to the demonic invasion, you will fight your way across a dozen new zones, uncover mysteries, pillage cities, join evil cults, and bring ruin to the land of Maj'Eyal. Future updates will bring better art, more variety, and all sorts of content. Now with 4 pieces of art by rexorcorum! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Recaiden's Undead Racepack 1.7.0This is a compilation of my undead race addons. This will always be the most up-to-date version. Mummy Wight And adds a new prodigy for any undead: Dreadmaster Chinese translation by gooder1029 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 | Light |
Mode | Normal Exploration |
Sex | Female |
Race | Whitehoof |
Class | Reaver |
Level / Exp | 20 / 41% |
Size | medium |
Lifes / Deaths | Killed by dim faeros at level 10 on the 6th Mirth 122nd year of Ascendancy at 23:50 / 57Killed by dim faeros at level 10 on the 7th Mirth 122nd year of Ascendancy at 05:45 Killed by minor fire imp at level 10 on the 7th Mirth 122nd year of Ascendancy at 17:15 Killed by pale ultimate faeros at level 11 on the 8th Mirth 122nd year of Ascendancy at 12:06 Killed by dim faeros at level 11 on the 8th Mirth 122nd year of Ascendancy at 12:37 Killed by pale greater faeros at level 13 on the 8th Mirth 122nd year of Ascendancy at 16:30 Killed by skeleton magus at level 16 on the 9th Flare 122nd year of Ascendancy at 03:44 Killed by skeleton magus at level 16 on the 9th Flare 122nd year of Ascendancy at 04:01 Killed by bursting entropic shard at level 16 on the 9th Flare 122nd year of Ascendancy at 04:12 Killed by ravaging entropic rip at level 16 on the 9th Flare 122nd year of Ascendancy at 04:21 Killed by maelstrom at level 16 on the 9th Flare 122nd year of Ascendancy at 04:31 Killed by ravaging entropic rip at level 16 on the 9th Flare 122nd year of Ascendancy at 04:41 Killed by maelstrom at level 16 on the 9th Flare 122nd year of Ascendancy at 04:52 Killed by skeleton magus at level 16 on the 9th Flare 122nd year of Ascendancy at 05:02 Killed by ravaging entropic rip at level 16 on the 9th Flare 122nd year of Ascendancy at 05:11 Killed by ravaging entropic rip at level 16 on the 9th Flare 122nd year of Ascendancy at 05:22 Killed by ravaging entropic rip at level 16 on the 9th Flare 122nd year of Ascendancy at 05:52 Killed by netherworm mass at level 16 on the 9th Flare 122nd year of Ascendancy at 11:19 Killed by blade horror at level 16 on the 9th Flare 122nd year of Ascendancy at 12:12 Killed by luminous horror at level 17 on the 9th Flare 122nd year of Ascendancy at 21:05 Killed by luminous horror at level 17 on the 9th Flare 122nd year of Ascendancy at 21:21 Killed by blade horror at level 17 on the 10th Flare 122nd year of Ascendancy at 04:21 Killed by netherworm mass at level 17 on the 10th Flare 122nd year of Ascendancy at 04:42 Killed by giant netherworm at level 17 on the 10th Flare 122nd year of Ascendancy at 07:08 Killed by luminous horror at level 17 on the 10th Flare 122nd year of Ascendancy at 10:20 Killed by saw horror at level 17 on the 10th Flare 122nd year of Ascendancy at 11:15 Killed by skeleton magus at level 18 on the 10th Flare 122nd year of Ascendancy at 15:37 Killed by bloated horror at level 18 on the 10th Flare 122nd year of Ascendancy at 16:01 Killed by uruivellas at level 18 on the 1st Dusk 122nd year of Ascendancy at 11:20 Killed by losselhing at level 18 on the 1st Dusk 122nd year of Ascendancy at 11:28 Killed by uruivellas at level 18 on the 1st Dusk 122nd year of Ascendancy at 11:42 Killed by headless horror at level 19 on the 1st Dusk 122nd year of Ascendancy at 12:45 Killed by eldritch eye at level 19 on the 1st Dusk 122nd year of Ascendancy at 13:07 Killed by bloated horror at level 19 on the 1st Dusk 122nd year of Ascendancy at 14:09 Killed by eldritch eye at level 19 on the 1st Dusk 122nd year of Ascendancy at 15:11 Killed by eldritch eye at level 19 on the 1st Dusk 122nd year of Ascendancy at 16:15 Killed by radiant horror at level 19 on the 2nd Dusk 122nd year of Ascendancy at 04:11 Killed by radiant horror at level 19 on the 2nd Dusk 122nd year of Ascendancy at 05:11 Killed by radiant horror at level 19 on the 2nd Dusk 122nd year of Ascendancy at 06:07 Killed by radiant horror at level 19 on the 2nd Dusk 122nd year of Ascendancy at 07:01 Killed by netherworm mass at level 19 on the 2nd Dusk 122nd year of Ascendancy at 08:10 Killed by netherworm mass at level 19 on the 2nd Dusk 122nd year of Ascendancy at 09:13 Killed by netherworm mass at level 19 on the 2nd Dusk 122nd year of Ascendancy at 10:18 Killed by radiant horror at level 19 on the 2nd Dusk 122nd year of Ascendancy at 11:22 Killed by radiant horror at level 19 on the 2nd Dusk 122nd year of Ascendancy at 12:36 Killed by shadow at level 19 on the 2nd Dusk 122nd year of Ascendancy at 21:03 Killed by armoured skeleton warrior at level 19 on the 2nd Dusk 122nd year of Ascendancy at 22:46 Killed by shadow at level 20 on the 3rd Dusk 122nd year of Ascendancy at 06:01 Killed by shadow at level 20 on the 3rd Dusk 122nd year of Ascendancy at 07:07 Killed by dragonsfire trap at level 20 on the 3rd Dusk 122nd year of Ascendancy at 11:33 Killed by skeleton assassin at level 20 on the 3rd Dusk 122nd year of Ascendancy at 12:40 Killed by skeleton assassin at level 20 on the 3rd Dusk 122nd year of Ascendancy at 13:44 Killed by skeleton assassin at level 20 on the 3rd Dusk 122nd year of Ascendancy at 14:01 Killed by bear trap at level 20 on the 3rd Dusk 122nd year of Ascendancy at 14:36 Killed by dragonsfire trap at level 20 on the 3rd Dusk 122nd year of Ascendancy at 16:31 Killed by dragonsfire trap at level 20 on the 3rd Dusk 122nd year of Ascendancy at 18:00 Killed by saw horror at level 20 on the 3rd Dusk 122nd year of Ascendancy at 19:32 |
Primary Stats
Strength | 61 (base 40) |
Dexterity | 20 (base 11) |
Constitution | 21 (base 10) |
Magic | 62 (base 48) |
Willpower | 25 (base 10) |
Cunning | 15 (base 10) |
Resources
Life | 683/683 |
Vim | 176/176 |
Healing Factor | 1.344804467222 |
Regeneration | 12.439441321804 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
See Invisible | 22 |
Offense: Mainhand
Damage | 77 |
Accuracy | 55 |
Crit Chance | 6% |
APR | 22 |
Speed | 1.00 |
Offense: Offhand
Damage | 65 |
Accuracy | 55 |
Crit Chance | 6% |
APR | 23 |
Speed | 1.00 |
Offense: Spell
Spellpower | 42 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 21 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Nature | +25% |
Lightning | +6% |
Cold | +6% |
Mind | +3% |
Blight | +6% |
Acid | +10% |
Fire | +12% |
All | 0% |
Offense: Damage Penetration
Cold | +15% |
Physical | +9% |
Defense: Base
Armour (hardiness) | 15 (30%) |
Defense | 25 |
Ranged Defense | 25 |
Fatigue | 5 |
Physical Save | 24 |
Spell Save | 25 |
Mental Save | 20 |
Defense: Resistances
Acid | + 20%( 70%) |
Blight | + 26%( 70%) |
Arcane | + 5%( 70%) |
Cold | + 20%( 70%) |
All | 0%( 70%) |
Lightning | + 6%( 70%) |
Light | + 15%( 70%) |
Temporal | + 17%( 70%) |
Darkness | + 10%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Silence Resistance | 50% |
Bleed Resistance | 100% |
Instadeath Resistance | 100% |
Disarm Resistance | 50% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 130 damage for 5 turns. |
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 acid, 3 physical, 3 darkness, 3 cold, 4 mind, 4 light |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 81 with a minimum range of 15. Its effects scale with your Strength stat. |
Class Talents
Corruption / Scourge | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Corruption / Bone | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Reaving combat | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Rot | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Vim | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Sanguisuge | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Plague | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Corruption / Vile life | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Psionic / Augmented mobility | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Torment | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Whitehooves | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
This strange, overgrown ruin is home to both plants and oozes - and the line between these two is very blurry in this place. Something is melding the two together - and you could certainly use that force for your own ends.. Places of Power: The Overgrowth*You have taken the power that lingered in this place, gaining the Psionic/Augmented Mobility tree, unlocked. | done |
You have entered a pit crawling with vermin. The sheer amount of living things here is staggering, and you suspect there may be something here that you could use for your own gain. Places of Power: The Pit*You have taken the power that lingered in this place, gaining the Technique/Conditioning tree, unlocked. | done |
You have encountered a strange orb on a pedestal deep underground. Merely being close to it made your mind, your very self, expand. Become more. The Call* You have accepted the Light into yourself and been forever changed. But something has torn the Light apart. It must be whole again. You must be whole again! | active |
Equipment
On feet | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +2 Cun / +2 Dex It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 153% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | The Little Light The Little LightPowered by unknown forces 0.00 Encumbrance. [Unique] Type: lite / unknown When wielded/worn: Changes resistances: +15% light Light radius: +4 An orb of light. It has embedded itself in your body, causing wisps of luminous energy to stream off of your skin. |
On head | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +3 Fatigue: +5% Changes stats: +5 Str / +3 Dex / +2 Wil / +2 Cun / +1 Con Changes damage: +3% mind See invisible: +12 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +4 Armour: +6 Changes stats: +5 Dex / +1 Con Changes resistances: +50% nature / +20% acid Changes damage: +25% nature / +10% acid Life regen: +9.00 Maximum life: +77.00 Healing mod.: +10% Rings make your fingers look great! |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +5 (+2 eff.) Physical power: +25 (+7 eff.) Fatigue: -6% Changes resistances: +5% arcane Maximum encumbrance: +21 Cut immunity: +20% Stamina each turn: +1.00 Maximum life: +40.00 Rings make your fingers look great! |
Around waist | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
In main hand | ![]() Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 3 Base power: 30.0 - 42.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When this weapon hits: Slime Spit (20% chance level 2). On weapon hit: * 12% chance to slow global speed by 40% When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +5 (+2 eff.) Effects on melee hit: * 20 arcane resource burn Changes stats: +7 Con / +6 Wil Changes resistances: +3% blight / +3% temporal Disarm immunity: +26% Maximum life: +10.00 Sharp, long, and deadly. |
On hands | ![]() Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 6 lightning Changes stats: +3 Str Changes resistances: +6% lightning Changes damage: +6% lightning 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. |
In off hand | ![]() Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 4 Base power: 35.5 - 49.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% When this weapon hits: Slime Spit (20% chance level 2). On weapon hit: * 12% chance to slow global speed by 40% Damage (radius 1) on hit: +11 fire When wielded/worn: Accuracy: +22 (+7 eff.) Armour penetration: +8 Defense: +9 (+4 eff.) Changes resistances penetration: +15% cold / +9% physical Changes damage: +12% fire / +6% cold Disarm immunity: +24% Blunt and deadly. |
Cloak | ![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour penetration: +1 Defense: +2 (+1 eff.) Changes stats: +2 Mag / +7 Wil Changes resistances: +3% blight / +14% temporal / +10% darkness Changes damage: +6% blight Critical mult.: +5.00% Mental save: +7 (+4 eff.) Defense after a teleport: +18 Resist all after a teleport: +12% New effects duration reduction after a teleport: +13% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Blindness immunity: +100% Spellpower: +5 (+2 eff.) See invisible: +10 It can be used to summon an elder vampire with Taunt to your side for 15 turns Activation costs 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
Inventory
![]() regeneration infusion of the psychic (heal 238; 14 cd) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 238 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() stormshield rune of the psychic (threshold 15; blocks 2; dur 4; cd 17) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 15 up to 2 times. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Mirror Shards Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 274 strength, based on Magic) for 5 turns Activation costs 24 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
![]() steel ring of pilfering Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +8 Defense: +7 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 130% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() acidic dwarven-steel battleaxe of erosion (31-46 power, 2 apr) Requires: - Strength 24 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 31.0 - 46.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 121 damage over 5 turns and reducing armor and accuracy by 16 Damage (Melee): +12 nature Massive two-handed battleaxes. |
![]() chilling stralite dagger of massacre (34-45 power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 34.5 - 44.9 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +9 cold Sharp, short and deadly. |
![]() arcing dwarven-steel greatsword of phasing (37-59 power, 14 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 37.0 - 59.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +14 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 73 damage Damage Shield penetration (this weapon only): +17% Massive two-handed swords. |
![]() yew longbow Requires: - Dexterity 24 - Talent Shoot 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 Longbows are used to shoot arrows at your foes. |
![]() yew longbow of lightning Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 Damage (Ranged): +12 lightning When wielded/worn: Changes damage: +12% lightning Longbows are used to shoot arrows at your foes. |
![]() hateful steel mace of erosion (14-20 power, 3 apr) Requires: - Strength 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 14.5 - 20.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% Damage (Melee): +8 nature / +7 darkness Damage against: +6% Living Blunt and deadly. |
![]() thorny mindstar of balance (8-8 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 7.5 - 8.2 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Physical save: +2 (+1 eff.) Spell save: +3 (+2 eff.) Mental save: +4 (+2 eff.) Equilibrium when hit: +0.70 Mindpower: +6 (+3 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() ash vilestaff (15-18 power, 3 apr, darkness element) Requires: - Magic 16 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% darkness Talent granted: +1 Command Staff Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
![]() ethereal yew magestaff (20-24 power, 4 apr, cold element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +15 (+7 eff.) Changes damage: +20% cold Talent granted: +1 Command Staff Spellpower: +12 (+4 eff.) Spell crit. chance: +3% Damage Shield penetration: +13% Damage Shield Power: +5% Staves designed for wielders of magic, by the greats of the art. |
![]() yew starstaff (20-24 power, 4 apr, darkness element) Requires: - Magic 24 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% darkness Talent granted: +1 Command Staff Spellpower: +9 (+3 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
![]() spiritwalker's hardened leather belt Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Mag Mana each turn: +0.12 Maximum mana: +29.00 A belt that goes around your waist. |
![]() verdant cashmere robe (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +5 Con Changes resistances: +11% all Changes damage: +13% nature Poison immunity: +20% Disease immunity: +31% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() pair of dwarven-steel boots of tirelessness (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Stamina each turn: +0.50 Maximum stamina: +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() cleansing dwarven-steel mail armour of acid resistance (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes resistances: +15% acid / +13% nature / +12% blight A suit of armour made of mail. |
![]() Requires: - Heavy armour training - Strength 38 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +14 Defense: +14 (+7 eff.) Fatigue: +12% Changes stats: +6 Cun Changes resistances: +22% nature / +15% blight Reduced damage from: +11% Unnatural Mental save: +12 (+6 eff.) Life regen: +14.90 Stamina each turn: +0.90 Maximum psi: +10.00 Mindpower: +10 (+5 eff.) Healing mod.: +16% A suit of armour made of mail. |
![]() Requires: - Massive armour training - Strength 35 Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +11 (+5 eff.) Fatigue: +22% Changes resistances: +3% blight / +30% fire / +3% nature / +3% cold Spell save: +6 (+3 eff.) Pinning immunity: +50% Life regen: +3.00 Maximum life: +74.00 Movement speed: +20% Healing mod.: +12% A suit of armour made of metal plates. |
![]() dwarven-steel plate armour of temporal resistance (0 def, 11 armour) Requires: - Massive armour training - Strength 35 Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Changes resistances: +20% temporal A suit of armour made of metal plates. |
![]() impenetrable steel plate armour of temporal resistance (0 def, 18 armour) Requires: - Massive armour training - Strength 28 Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +18 Fatigue: +22% Changes resistances: +18% temporal A suit of armour made of metal plates. |
![]() 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: 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. |
![]() 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() woodsman's dwarven-steel pickaxe (dig speed 29 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +12% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 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. |
![]() 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. |
![]() 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: 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 Nerogamina the Whitehoof Reaver level 10
4th Mirth 122nd year of Ascendancy at 20:00 see stats
By Nerogamina the Whitehoof Reaver level 20
3rd Dusk 122nd year of Ascendancy at 01:51 see stats
By Nerogamina the Whitehoof Reaver level 14
5th Flare 122nd year of Ascendancy at 05:06 see stats
Log
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 19.
Nerogamina slows down.
Saw horror hits Wretchling for 241 physical damage.
Saw horror hits Skeleton master archer for (116 absorbed), 124 physical (124 total damage).
Saw horror hits Nerogamina for (24 flat reduction), 184 physical (184 total damage).
Saw horror hits Skeleton archer for 241 physical damage.
Skeleton master archer's Crippling Shot hits Nerogamina for (24 flat reduction), 107 physical, (8 flat reduction), 0 lightning (107 total damage).
Wretchling's acid area effect hits Wretchling for 0 acid damage.
Wretchling's acid area effect hits Netherworm mass for 23 acid damage.
Wretchling's acid area effect hits Skeleton archer for 23 acid damage.
Wretchling's acid area effect hits Skeleton master archer for 23 acid damage.
Wretchling's acid area effect hits Netherworm mass for 23 acid damage.
Wretchling's acid area effect hits Netherworm mass for 23 acid damage.
Wretchling's acid area effect hits Netherworm mass for 23 acid damage.
Wretchling's acid area effect hits Nerogamina for (16 flat reduction), 0 acid (0 total damage).
Wretchling's acid area effect hits Netherworm mass for 23 acid damage.
Wretchling's acid area effect hits Devourer for 23 acid damage.
Wretchling's acid area effect hits Netherworm mass for 23 acid damage.
Wretchling's acid area effect hits Carrion worm mass for 0 acid damage.
Wretchling's acid area effect hits Giant netherworm for 23 acid damage.
Imploding (slow) from Saw horror hits Nerogamina for (24 flat reduction), 70 physical (70 total damage).
Nerogamina the level 20 whitehoof reaver was cleaved to death by a saw horror on level 1 of Hidden Vault - Blackened Ruins (4).
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Imploding (slow) from Saw horror killed Nerogamina!
Nerogamina hits Skeleton master archer for 68 physical, 5 lightning, 0 arcane, 17 blight, 60 physical, 5 lightning, 0 arcane, 18 blight, 10 fire (184 total damage).
Nerogamina hits Skeleton archer for 10 fire damage.
Nerogamina hits Devourer for 7 fire damage.
Saving game...
Saving done.