











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Halfling |
Class | Reaver |
Level / Exp | 37 / 68% |
Size | small |
Lifes / Deaths | Killed by faerlhing at level 32 on the 21st Dusk 123rd year of Ascendancy at 02:48 / 2Killed by orc necromancer at level 37 on the 71st Pyre 124th year of Ascendancy at 21:35 |
Primary Stats
Strength | 54 (base 57) |
Dexterity | 26 (base 14) |
Constitution | 54 (base 32) |
Magic | 74 (base 60) |
Willpower | 15 (base 10) |
Cunning | 25 (base 10) |
Resources
Life | -118/1107 |
Mana | 341/341 |
Vim | 79/271 |
Healing Factor | 1.4397803169825 |
Regeneration | 20.516869517001 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +29% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 14 |
Infravision | 3 |
See Stealth | 22 |
See Invisible | 23 |
Offense: Mainhand
Damage | 138 |
Accuracy | 52 |
Crit Chance | 12% |
APR | 8 |
Speed | 1.00 |
Offense: Offhand
Damage | 100 |
Accuracy | 52 |
Crit Chance | 12% |
APR | 8 |
Speed | 1.00 |
Offense: Spell
Spellpower | 46 |
Crit Chance | 9% |
Speed | 1 |
Offense: Mind
Mindpower | 20 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Acid | +15% |
Darkness | +15% |
Blight | +20% |
Physical | +3% |
Cold | +12% |
All | 0% |
Offense: Damage Penetration
Blight | +20% |
Arcane | +5% |
Cold | +18% |
Lightning | +9% |
Light | +10% |
Physical | +25% |
Mind | +20% |
Fire | +5% |
Darkness | +5% |
Defense: Base
Armour (hardiness) | 113.51107702265 (100%) |
Defense | 43 |
Ranged Defense | 43 |
Fatigue | 44 |
Physical Save | 58 |
Spell Save | 38 |
Mental Save | 17 |
Defense: Resistances
Acid | + 18%( 70%) |
Blight | + 61%( 70%) |
Arcane | + 17%( 70%) |
Cold | + 70%( 70%) |
All | + 13%( 70%) |
Physical | + 13%( 70%) |
Lightning | + 26%( 70%) |
Light | + 22%( 70%) |
Temporal | + 18%( 70%) |
Mind | + 23%( 70%) |
Darkness | + 50%( 70%) |
Fire | + 44%( 70%) |
Nature | + 26%( 70%) |
Defense: Immunities
Disarm Resistance | 28% |
Bleed Resistance | 0% |
Confusion Resistance | 39% |
Stun Resistance | 20% |
Knockback Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 51% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 613 life over 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 19 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 94 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 Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 790% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
Corruption / Scourge | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Corruption / Bone | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Corruption / Reaving combat | 1.30 |
| 3/5 |
| 5/5 |
| 2/5 |
| 1/5 |
Corruption / Rot | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Corruption / Vim | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Plague | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Sanguisuge | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Spell / Staff combat | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 4/5 |
| 4/5 |
| 2/5 |
| 5/5 |
| 3/5 |
| 1/5 |
Technique / Conditioning | 1.00 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Corruption / Torment | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Hexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the lone alchemist from death by Layukira the wolf. Escort: lone alchemist (level 1 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost defiler from death by orc master assassin. Escort: lost defiler (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lost defiler from death by carrion worm mass. Escort: lost defiler (level 3 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | done |
You failed to protect the lost warrior from death by cold drake. Escort: lost warrior (level 7 of Dreadfell) | failed |
You failed to protect the lost warrior from death by skeleton warrior. Escort: lost warrior (level 8 of Dreadfell) | failed |
You failed to protect the repented thief from death by storm drake. Escort: repented thief (level 5 of Dreadfell) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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 fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | failed |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one warg claw. My usual ingredient gatherers draw the line at hunting wargs. Feel free to mock them on your way back.' * You've found the needed chunk of ghoul flesh. * You've found the needed bloated horror heart. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed vial of greater demon bile. * You've found the needed black mamba head. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +14 Damage when hit (Melee): 6 arcane / 4 blight Changes resistances: +21% fire / +19% cold Changes resistances penetration: +5% arcane Spell crit. chance: +2% Infravision radius: +3 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A pair of boots made of leather. |
Quiver | ![]() Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 32.0 - 44.8 Uses stats: 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +8 Armour Penetration: +10 Crit. chance: +2.0% Capacity: 19 Arrows are used with bows to pierce your foes to death. |
Light source | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +1 Mag / +3 Con Changes resistances: +8% blight / +6% temporal Blindness immunity: +31% Confusion immunity: +19% Life regen: +5.00 Spellpower: +5 (+2 eff.) Light radius: +11 See stealth: +10 See invisible: +11 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 17 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Requires: - Heavy armour training - Magic 16 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Accuracy: +10 (+4 eff.) Armour: +8 Defense: +4 (+1 eff.) Fatigue: +6% Changes stats: +8 Mag / +4 Wil / +8 Cun Changes resistances: +20% blight Changes resistances penetration: +10% blight Changes damage: +20% blight Talent mastery: +0.30 Corruption / Vim Disease immunity: +50% See stealth: +12 See invisible: +12 Talent on hit(spell): Vimsense (10% chance level 3). This helmet radiates a dark power. Its visor seems to twist and corrupt the vision of its wearer. You feel worried that if you were to lower it for long, the visions may affect your mind. |
On hands | ![]() Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Effects on melee hit: * 20% chance to slow global speed by 39% * 10% chance to reduce damage dealt by 12% Damage when hit (Melee): 4 fire Changes stats: +3 Con Changes resistances: +6% acid / +5% arcane / +6% darkness Changes resistances penetration: +5% fire Physical save: +14 (+4 eff.) Spell save: +5 (+2 eff.) Mental save: +3 (+3 eff.) Disarm immunity: +28% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Armour: +4 Changes resistances: +6% blight / +6% nature / +3% light Changes resistances penetration: +5% darkness Changes damage: +15% acid Blindness immunity: +20% Stun/Freeze immunity: +20% It can be used to remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase the duration of 3 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Mag Spell save: +10 (+4 eff.) Life regen: +9.00 Maximum life: +68.00 Healing mod.: +14% Rings make your fingers look great! |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 10 blight / 4 lightning Changes resistances: +15% lightning / +30% darkness / +12% blight Changes resistances penetration: +10% blight / +10% light Changes damage: +15% darkness Light radius: +3 Rings make your fingers look great! |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 39% Damage when hit (Melee): 10 nature Changes resistances: +9% nature / +15% fire / +12% mind / +43% cold Changes damage: +12% cold Amulets make your neck look great! |
In main hand | ![]() Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 44.5 - 62.3 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (Melee): +4 mind When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 39% Changes resistances: +9% blight Critical mult.: +5.00% Spell save: +9 (+3 eff.) Hate when firing a critical mind attack: +2.00 Mental crit. chance: +5% Sharp, long, and deadly. |
Around waist | ![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +20 (+7 eff.) Changes resistances: +9% cold / +8% light / +7% darkness Changes resistances penetration: +20% mind Physical save: +12 (+3 eff.) Confusion immunity: +20% A belt that goes around your waist. |
In off hand | ![]() Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 43.0 - 60.2 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (radius 2) on crit: +26 lightning / +30 cold When wielded/worn: Armour penetration: +2 Physical power: +20 (+5 eff.) Defense: +30 (+10 eff.) Changes stats: +2 Dex Changes resistances penetration: +9% lightning / +18% cold / +25% physical Stamina each turn: +2.00 Maximum stamina: +30.00 Movement speed: +29% Sharp, long, and deadly. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +17 Defense: +3 (+1 eff.) Changes stats: +2 Dex / +1 Wil / +4 Cun Changes resistances: +23% cold Changes damage: +3% physical Critical mult.: +10.00% Physical save: +6 (+2 eff.) Only die when reaching: -40.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Massive armour training - Strength 52 Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +50 Armour Hardiness: +15% Fatigue: +35% Changes stats: +15 Con Physical save: +45 (+12 eff.) Knockback immunity: +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% It can be used to slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns Activation costs 25 power out of 25/25. This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
Inventory
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. 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. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use 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, 5 blight, 3 arcane 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 8 lightning / 4 light Changes resistances: +30% nature / +15% lightning Changes resistances penetration: +5% fire Changes damage: +18% lightning / +15% nature / +6% light Light radius: +2 Rings make your fingers look great! |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +15 (+5 eff.) Changes stats: +10 Mag / +8 Wil / +6 Cun Changes resistances: +20% lightning / +13% all Changes resistances penetration: +15% lightning Changes damage: +25% lightning Spellpower: +20 (+7 eff.) Movement speed: +10% Slows Projectiles: +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 2 blight / 2 arcane Changes stats: +6 Mag Changes resistances: +16% blight / +11% physical / +11% darkness / +5% arcane Changes damage: +16% blight / +10% physical / +12% darkness Spell save: +9 (+3 eff.) Mana when firing critical spell: +1.00 Maximum hate: +8.00 Spellpower: +15 (+5 eff.) Spell crit. chance: +4% Mindpower: +8 (+4 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+5 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+5 eff.) Latent Damage Type: Lightning 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 4 When wielded/worn: Accuracy: +10 (+4 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+4 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Wil Changes resistances: +6% lightning Changes resistances penetration: +5% blight Changes damage: +9% mind Spell save: +3 (+1 eff.) Mental save: +3 (+3 eff.) Spellpower: +15 (+5 eff.) Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Infused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life 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 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 261/400. 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 / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+6 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+6 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Bofurious Finales the Halfling Reaver level 28
77th Regrowth 123rd year of Ascendancy at 02:16 see stats
By Bofurious Finales the Halfling Reaver level 28
75th Regrowth 123rd year of Ascendancy at 12:39 see stats
By Bofurious Finales the Halfling Reaver level 29
4th Pyre 123rd year of Ascendancy at 01:26 see stats
By Bofurious Finales the Halfling Reaver level 33
27th Dusk 123rd year of Ascendancy at 08:40 see stats
By Bofurious Finales the Halfling Reaver level 33
48th Dusk 123rd year of Ascendancy at 13:15 see stats
By Bofurious Finales the Halfling Reaver level 36
1st Time of Balance 124th year of Ascendancy at 20:29 see stats
By Bofurious Finales the Halfling Reaver level 32
43rd Pyre 123rd year of Ascendancy at 19:27 see stats
By Bofurious Finales the Halfling Reaver level 12
43rd Dusk 122nd year of Ascendancy at 20:43 see stats
By Bofurious Finales the Halfling Reaver level 26
71st Regrowth 123rd year of Ascendancy at 07:47 see stats
By Bofurious Finales the Halfling Reaver level 10
1st Dusk 122nd year of Ascendancy at 16:50 see stats
By Bofurious Finales the Halfling Reaver level 30
12nd Pyre 123rd year of Ascendancy at 15:23 see stats
By Bofurious Finales the Halfling Reaver level 33
48th Dusk 123rd year of Ascendancy at 13:57 see stats
By Bofurious Finales the Halfling Reaver level 19
70th Haze 122nd year of Ascendancy at 13:50 see stats
By Bofurious Finales the Halfling Reaver level 34
67th Haze 123rd year of Ascendancy at 22:28 see stats
By Bofurious Finales the Halfling Reaver level 10
1st Dusk 122nd year of Ascendancy at 16:49 see stats
By Bofurious Finales the Halfling Reaver level 20
71st Haze 122nd year of Ascendancy at 10:48 see stats
By Bofurious Finales the Halfling Reaver level 30
11st Pyre 123rd year of Ascendancy at 06:59 see stats
By Bofurious Finales the Halfling Reaver level 20
76th Haze 122nd year of Ascendancy at 17:23 see stats
By Bofurious Finales the Halfling Reaver level 29
79th Regrowth 123rd year of Ascendancy at 16:05 see stats
By Bofurious Finales the Halfling Reaver level 30
11st Pyre 123rd year of Ascendancy at 08:36 see stats
By Bofurious Finales the Halfling Reaver level 31
13rd Pyre 123rd year of Ascendancy at 05:21 see stats
By Bofurious Finales the Halfling Reaver level 8
78th Pyre 122nd year of Ascendancy at 11:05 see stats
By Bofurious Finales the Halfling Reaver level 34
61st Haze 123rd year of Ascendancy at 11:05 see stats
By Bofurious Finales the Halfling Reaver level 34
43rd Haze 123rd year of Ascendancy at 14:33 see stats
By Bofurious Finales the Halfling Reaver level 24
62nd Regrowth 123rd year of Ascendancy at 18:44 see stats
By Bofurious Finales the Halfling Reaver level 15
79th Dusk 122nd year of Ascendancy at 07:47 see stats
By Bofurious Finales the Halfling Reaver level 32
21st Dusk 123rd year of Ascendancy at 02:48 see stats
By Bofurious Finales the Halfling Reaver level 27
75th Regrowth 123rd year of Ascendancy at 07:39 see stats
Log
Blight Poison from Carrion worm mass hits Cyreba the orc necromancer for (12 absorbed), 6 blight (6 total damage).
Orc assassin receives 176 healing from Pride of the Orcs.
Orc necromancer hits Carrion worm mass for 112 cold damage.
Cyreba the orc necromancer hits Bofurious Finales for 37 cold damage.
Orc necromancer killed Carrion worm mass!
Bofurious Finales casts Worm Walk.
Bofurious Finales slows down.
Bofurious Finales misses Orc assassin.
Bofurious Finales hits Orc assassin for 246 blight, 2 mind (248 total damage).
Acid Splash from Bofurious Finales hits Lord of Skulls (warrior) for (13 absorbed), 0 acid (0 total damage).
Acid Splash from Bofurious Finales hits Armoured skeleton warrior for (22 absorbed), 0 acid (0 total damage).
Orc assassin deactivates Stealth.
Bofurious Finales evades Orc assassin.
Bofurious Finales evades Orc assassin.
Orc necromancer casts Chill of the Tomb.
Orc necromancer's spell attains critical power!
Talent Acid Strike is ready to use.
Talent Virulent Disease is ready to use.
Bofurious Finales HEALS from blight damage!
Bleeding from Heavy bone giant hits Bofurious Finales for 35 physical damage.
Epidemic from Necrotic abomination hits Bofurious Finales for 14 blight, 6 healing (14 total damage) [6 healing].
Burning from Skeleton magus hits Bofurious Finales for 34 fire damage.
Skeleton magus casts Manathrust.
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 68.
Orc necromancer roars triumphantly.
Orc necromancer's Chill of the Tomb hits Bofurious Finales for 204 cold damage.
Orc necromancer's Chill of the Tomb hits Carrion worm mass for 661 cold damage.
Skeleton magus hits Bofurious Finales for 110 arcane damage.
Bofurious Finales the level 37 halfling reaver was frozen to death by an orc necromancer on level 1 of Rak'shor Pride.