Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Ashes of Urh'Rok 1.5.0Official 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 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official 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 1.5.4Donators/Buyers bonus! Forbidden Cults 1.5.9Official 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 | Normal Roguelike |
Sex | Male |
Race | Skeleton |
Class | Writhing One |
Level / Exp | 21 / 66% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 64 (base 28) |
Dexterity | 36 (base 10) |
Constitution | 32 (base 24) |
Magic | 52 (base 50) |
Willpower | 18 (base 10) |
Cunning | 14 (base 10) |
Resources
Life | 540/636 |
Mana | 0/260 |
Insanity | 96/100 |
Positive | 0/110 |
Healing Factor | 1.1633663366337 |
Regeneration | 0.29084158415842 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +22.60995032651% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 4 |
Infravision | 11 |
See Invisible | 5 |
Offense: Mainhand
Damage | 87 |
Accuracy | 44 |
Crit Chance | 8% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 42 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 18 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Acid | +27% |
Blight | +27% |
Cold | +24% |
All | +9% |
Darkness | +56% |
Temporal | +21% |
Lightning | +15% |
Mind | +30% |
Fire | +39% |
Nature | +14% |
Offense: Damage Penetration
Darkness | +16% |
Acid | +15% |
Fire | +10% |
Light | +5% |
Defense: Base
Armour (hardiness) | 32.413408721348 (66.666666666667%) |
Defense | 24 |
Ranged Defense | 24 |
Fatigue | 28 |
Physical Save | 29 |
Spell Save | 44 |
Mental Save | 38 |
Defense: Resistances
Acid | + 60%( 70%) |
Blight | + 33%( 70%) |
Arcane | + 26%( 70%) |
Cold | + 42%( 70%) |
All | + 20%( 70%) |
Lightning | + 30%( 70%) |
Light | + 28%( 70%) |
Mind | + 37%( 70%) |
Physical | + 28%( 70%) |
Darkness | + 42%( 70%) |
Fire | + 42%( 70%) |
Nature | + 34%( 70%) |
Defense: Immunities
Stun Resistance | 56% |
Confusion Resistance | 35% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 22% |
Disarm Resistance | 53% |
Bleed Resistance | 100% |
Teleport Resistance | 10% |
Pinning Resistance | 22% |
Instadeath Resistance | 100% |
Knockback Resistance | 46% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 55.60 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 248 damage for 4 turns. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 13. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 26%, your defense is increased by 26 and all your resistances by 26%. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 268.62 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. |
Class Talents
Demented / Friend of the worm | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Demented / Horrific body | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Controlled horrors | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Tentacles | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Demented / Path of horror | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Demented / Disfigured face | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 3/5 |
| 3/5 |
| 2/5 |
| 5/5 |
Demented / Beyond sanity | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Survival | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Effects
talent | Chaos Orbs |
beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
beneficial effect | 3 stacks, +9% to all damage dealt. Chaos Orbs |
beneficial effect | Linked to their horror ally gaining 16% all damage resistance. Shared Insanity |
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 |
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. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved talent Premonition (+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 Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Old Forest. Escort: lost anorithil (level 2 of Old Forest)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you improved talent Healing Light (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 92. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed wretchling eyeball. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed green worm. 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 black mamba head. * You've found the needed bear paw. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed hummerhorn wing. 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! | 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 within2 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 |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 5 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
On head | Pitchsaw of the Blightspawn (0 def, 3 armour) Pitchsaw of the Blightspawn (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects when hit in melee: * 21% chance to disease * 23% chance to inflict 15% damage reduction Damage when hit (Melee): 5 physical Changes stats: +5 Str / +3 Dex / +2 Con Changes resistances: +6% blight / +3% light / +6% acid Physical save: +6 (+3 eff.) Spell save: +30 (+10 eff.) Mental save: +6 (+2 eff.) It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 257.1 Physical damage. If the attack hits, the target is confused (38% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Duathelstreak (dig speed 21 turns) Duathelstreak (dig speed 21 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to blind * 30% chance to inflict 15% damage reduction Changes stats: +2 Str Changes resistances: +3% darkness Changes resistances penetration: +5% light Changes damage: +12% darkness Light radius: +2 Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Arthalandil the gold ring Arthalandil the gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +24% acid Changes damage: +12% acid Mental save: +9 (+3 eff.) Blindness immunity: +10% Disease immunity: +10% Confusion immunity: +25% Knockback immunity: +20% Teleport immunity: +10% Rings can have magical properties. |
On fingers | gold ring 'Tygar' gold ring 'Tygar'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+3 eff.) Changes stats: +6 Str / +4 Wil / +6 Con Changes resistances: +3% acid Changes resistances penetration: +15% acid Changes damage: +12% temporal Mental save: +8 (+3 eff.) Disarm immunity: +20% Pinning immunity: +22% Knockback immunity: +26% Maximum life: +22.00 Rings can have magical properties. |
Around waist | nightruned hardened leather belt of the mystic nightruned hardened leather belt of the mysticPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +7% light / +8% darkness Mental save: +7 (+3 eff.) Spellpower: +4 (+2 eff.) A belt that goes around your waist. |
In main hand | Ivakira the Flashpain (41-57.4 power, 6 apr) Ivakira the Flashpain (41-57.4 power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 41.0 - 57.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 40% chance to daze at end of turn Damage (Melee): +24 lightning When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +11 (+6 eff.) Damage when hit (Melee): 12 fire Changes resistances: +6% lightning Changes damage: +6% lightning / +6% fire Disarm immunity: +33% One-handed war axes. |
On hands | dwarven-steel gauntlets 'Ashbile' (0 def, 2 armour) dwarven-steel gauntlets 'Ashbile' (0 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 5 nature Damage when hit (Melee): 16 acid Changes resistances: +8% nature / +9% acid Changes resistances penetration: +10% fire Changes damage: +5% nature / +24% fire Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | voratun mail armour 'Pyrerip' (5 def, 17 armour) voratun mail armour 'Pyrerip' (5 def, 17 armour)Requires: - Strength 48 - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +17 Defense: +5 (+3 eff.) Fatigue: +16% Damage when hit (Melee): 14 physical Changes resistances: +8% acid / +10% physical / +7% lightning / +6% mind / +28% fire / +7% arcane / +7% cold Changes damage: +9% mind Spell save: +19 (+6 eff.) A suit of armour made of mail. |
Cloak | Xeruba (3 def, 0 armour) Xeruba (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+2 eff.) Damage when hit (Melee): 12 mind Changes resistances: +17% darkness / +15% mind Changes resistances penetration: +16% darkness Changes damage: +6% acid / +17% darkness / +12% mind Stealth bonus: +18 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | warmaker's copper amulet of vision warmaker's copper amulet of visionInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +5 Str / +4 Dex / +4 Wil Changes resistances: +10% blight Blindness immunity: +12% Infravision radius: +3 Sight radius: +2 See invisible: +5 Amulets can have magical properties. It was hardened by the digestive sack. |
Inventory
This item will automatically be transmogrified when you leave the level. voratun battleaxe 'Corruptionobeisance' (57-85.5 power, 4 apr)voratun battleaxe 'Corruptionobeisance' (57-85.5 power, 4 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 57.0 - 85.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +30 insidious poison / +8 nature When wielded/worn: Damage when hit (Melee): 20 mind Changes resistances: +18% nature Changes resistances penetration: +15% nature Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. Barayadas the stralite dagger (29.5-38.35 power, 9 apr)Barayadas the stralite dagger (29.5-38.35 power, 9 apr) Requires: - Dexterity 35 Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 29.5 - 38.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Changes resistances: +12% acid / +6% temporal / +9% cold / +9% fire / +18% nature / +8% lightning Physical save: +30 (+14 eff.) Spell save: +7 (+2 eff.) Confusion immunity: +20% Knockback immunity: +20% Sharp, short and deadly. |
Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
cashmere cloak 'Gluta' (2 def, 0 armour) cashmere cloak 'Gluta' (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Fatigue: -6% Damage when hit (Melee): 8 mind Changes stats: +3 Dex / +1 Mag / +2 Wil Changes resistances: +15% darkness Changes resistances penetration: +5% darkness / +25% mind Changes damage: +12% darkness Stealth bonus: +8 Infravision radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. silk robe 'Cyrynor' (3 def, 0 armour)silk robe 'Cyrynor' (3 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+2 eff.) Changes stats: +6 Cun / +3 Wil Changes resistances: +14% physical Changes damage: +14% physical Light radius: +3 Infravision radius: +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. cashmere wizard hat 'Fuledoraneg' (2 def, 0 armour)cashmere wizard hat 'Fuledoraneg' (2 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +4 Wil Changes resistances: +9% blight / +21% cold / +5% arcane Physical save: +8 (+4 eff.) Spell save: +10 (+3 eff.) A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. cleansing dwarven-steel mail armour of clarity (3 def, 8 armour)cleansing dwarven-steel mail armour of clarity (3 def, 8 armour) Requires: - Strength 28 - Talent Heavy Armour Training Infused by arcane disrupting forces Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+2 eff.) Fatigue: +16% Changes resistances: +11% blight / +12% nature / +6% mind Mental save: +15 (+5 eff.) A suit of armour made of mail. |
2 opal 2 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. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Rod of Annulment (0/1) Rod of Annulment (0/1)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), costing 30 power out of 14/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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. |
This item will automatically be transmogrified when you leave the level. Emiba the stralite torque of clear mind [power 3] (10 cooldown)Emiba the stralite torque of clear mind [power 3] (10 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Physical power: +4 (+2 eff.) Armour: +6 Changes stats: +5 Con Changes resistances: +6% mind Changes resistances penetration: +20% mind It can be used to absorb and nullify at most 3 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 10 turns. Torques are made by powerful psionics to store psionic powers. |
amethyst 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. |
Achievements
By Zeruhell the Skeleton Writhing One level 17
49th Haze 122nd year of Ascendancy at 12:32 see stats
By Zeruhell the Skeleton Writhing One level 12
55th Dusk 122nd year of Ascendancy at 21:08 see stats
By Zeruhell the Skeleton Writhing One level 16
37th Haze 122nd year of Ascendancy at 18:05 see stats
By Zeruhell the Skeleton Writhing One level 15
30th Haze 122nd year of Ascendancy at 08:48 see stats
By Zeruhell the Skeleton Writhing One level 10
18th Dusk 122nd year of Ascendancy at 14:48 see stats
By Zeruhell the Skeleton Writhing One level 20
1st Decay 122nd year of Ascendancy at 19:42 see stats
By Zeruhell the Skeleton Writhing One level 9
9th Dusk 122nd year of Ascendancy at 01:17 see stats
By Zeruhell the Skeleton Writhing One level 4
3rd Mirth 122nd year of Ascendancy at 02:27 see stats
By Zeruhell the Skeleton Writhing One level 20
2nd Decay 122nd year of Ascendancy at 14:01 see stats
By Zeruhell the Skeleton Writhing One level 7
8th Mirth 122nd year of Ascendancy at 19:03 see stats
By Zeruhell the Skeleton Writhing One level 20
1st Decay 122nd year of Ascendancy at 22:07 see stats
By Zeruhell the Skeleton Writhing One level 17
43rd Haze 122nd year of Ascendancy at 15:43 see stats
Log
Your constrict target has disappeared!
Zeruhell deactivates Constrict.
Zeruhell casts Diseased Tongue.
Black bear is afflicted by a weakness disease!
Zeruhell hits Black bear for 72 darkness, 7 nature (78 total damage).
Black bear slows down.
Black bear hits Worm that walks (servant of Zeruhell) for 2 healing, 2 healing (0 total damage) [4 healing].
Worm that walks (servant of Zeruhell) hits Black bear for 29 physical, 8 acid, 7 blight, 13 physical, 7 blight, 2 physical (66 total damage).
Worm that walks (servant of Zeruhell) power has recovered.
Weakness Disease from Zeruhell hits Black bear for 13 blight damage.
Black bear uses Stun.
Black bear misses Worm that walks (servant of Zeruhell).
Black bear hits Worm that walks (servant of Zeruhell) for 2 healing, 2 healing (0 total damage) [4 healing].
Worm that walks (servant of Zeruhell) hits Black bear for 35 physical, 8 acid, 7 blight, 17 physical, 7 blight, 2 physical (76 total damage).
Worm that walks (servant of Zeruhell) is no longer out of phase.
Worm that walks (servant of Zeruhell) stops regenerating health quickly.
You collect a new ingredient: bear paw (1).
Weakness Disease from Zeruhell hits Black bear for 24 blight damage.
Weakness Disease from Zeruhell killed Black bear!
Zeruhell power has recovered.
Talent Diseased Tongue is ready to use.
Zeruhell picks up (e.): silk robe 'Cyrynor' (3 def, 0 armour).
Zeruhell deactivates Chaos Orbs.
Worm that walks (servant of Zeruhell) deactivates Ruin.
Worm that walks (servant of Zeruhell) deactivates Infestation.
Worm that walks (servant of Zeruhell) deactivates Worm that Walks Link.