Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Ashes of Urh'Rok 1.7.3Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.3Donators/Buyers bonus! ZOmnibus Lite 1.7.0A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: Escorts Enhanced CN 1.5.10Escorts Enhanced |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Cornac |
Class | Brawler |
Level / Exp | 19 / 42% |
Size | medium |
Lifes / Deaths | Killed by Gloreyama the gigantic corrosive tunneler at level 19 on the 60th Dusk 122nd year of Ascendancy at 11:51 / 2Killed by Gloreyama the gigantic corrosive tunneler at level 19 on the 60th Dusk 122nd year of Ascendancy at 12:06 |
Primary Stats
Strength | 36 (base 14) |
Dexterity | 47 (base 39) |
Constitution | 42 (base 18) |
Magic | 13 (base 10) |
Willpower | 18 (base 11) |
Cunning | 44 (base 34) |
Resources
Life | -78/542 |
Stamina | 136/174 |
Healing Factor | 1.233988003127 |
Regeneration | 4.0104610101628 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +2.2204460492503E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 31.719706428051 |
See Invisible | 31.719706428051 |
Offense: Barehand
Damage | 65 |
Accuracy | 43 |
Crit Chance | 31% |
APR | 9 |
Speed | 1.00 |
Offense: Spell
Spellpower | 13 |
Crit Chance | 11% |
Speed | 1 |
Offense: Mind
Mindpower | 25 |
Crit Chance | 11% |
Speed | 1 |
Offense: Damage Bonus
Acid | +21% |
Mind | +7% |
Temporal | +3% |
Blight | +11% |
Physical | +3% |
Fire | +9% |
All | 0% |
Offense: Damage Penetration
Physical | +20% |
Acid | +5% |
Fire | +10% |
Darkness | +5% |
Defense: Base
Armour (hardiness) | 46 (35.65183292883%) |
Defense | 49 |
Ranged Defense | 49 |
Fatigue | 4 |
Physical Save | 28 |
Spell Save | 27 |
Mental Save | 33 |
Defense: Resistances
Cold | + 17%( 70%) |
Acid | + 39%( 70%) |
Light | + 12%( 70%) |
Darkness | + 11%( 70%) |
Blight | + 16%( 70%) |
Physical | + 37%( 70%) |
Fire | + 21%( 70%) |
All | + 6%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 361 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 25% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 135 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 679% 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. |
Class Talents
Technique / Pugilism | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Unarmed discipline | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Unarmed training | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 2/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 grave | active |
Anne Buryset has asked you to find the Aporia Fold Lys, somewhere in the old forest. Aporia Fold LysYou only have 0 minutes and 0 seconds to find it! | active |
You successfully escorted the lost defiler to the recall portal on level 3 of Norgos Lair. Escort: lost defiler (level 3 of Norgos Lair)As a reward you improved talent Conversion (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by greater shivgoroth. Escort: lost sun paladin (level 2 of Norgos Lair) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved Cunning by +5. | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. | 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 hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * '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 pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' 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 sandworm tooth. * You've found the needed length of troll intestine. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | 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 |
Equipment
On feet | Huregorerand (0 def, 8 armour) Huregorerand (0 def, 8 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Armour: +8 Fatigue: +3% Damage when hit (Melee): 4 mind Changes stats: +2 Dex / +3 Wil / +3 Cun Changes resistances penetration: +20% physical Physical save: +10 (+5 eff.) Spell save: +7 (+3 eff.) Mental save: +8 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On hands | corrosive dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour) corrosive dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 7 acid Changes stats: +3 Dex Changes resistances: +5% acid Changes damage: +3% acid When used to modify unarmed attacks: Base power: 22.0 - 30.8 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +5 Armour Penetration: +9 Crit. chance: +13.0% Attack speed: 100% When this weapon hits: Corrosive Breath (10% chance level 3). Damage (radius 2) on crit: +7 acid Metal gloves protecting the hands up to the middle of the lower arm. |
On head | linen wizard hat 'Daimothel' (1 def, 0 armour) linen wizard hat 'Daimothel' (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 20% chance to reduce armor by 17% Changes stats: +3 Mag Changes damage: +6% acid Spell save: +5 (+2 eff.) Mental save: +6 (+3 eff.) Equilibrium when hit: +0.04 A pointy cloth hat, very wizardly... |
Tool | Runudas the ash wand of clairvoyance [power 10] (15 cooldown) Runudas the ash wand of clairvoyance [power 10] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 2 When wielded/worn: Defense: +20 (+7 eff.) Changes damage: +3% temporal / +3% physical Only die when reaching: -60.00 life It can be used to reveal the area around you, dispelling darkness (radius 10, power 38 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 15 turns. When used: * Reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | steel ring of corrosion (+24%) steel ring of corrosion (+24%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +24% acid Changes damage: +12% acid Rings make your fingers look great! |
On fingers | warrior's steel ring of blight (+11%) warrior's steel ring of blight (+11%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 Changes stats: +4 Str Changes resistances: +11% blight Changes damage: +11% blight Rings make your fingers look great! |
Around neck | Daneth's Neckguard Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Changes resistances: +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Main armor | volcanic rough leather armour of command (9 def, 12 armour) volcanic rough leather armour of command (9 def, 12 armour)Requires: - Strength 10 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +12 Defense: +9 (+3 eff.) Fatigue: +6% Damage (Melee): 5 fire Damage (Ranged): 6 fire Changes stats: +2 Cun Changes resistances: +10% fire / +13% physical Mental save: +12 (+6 eff.) A suit of armour made of leather. |
Light source | Goraziladar the brass lantern Goraziladar the brass lanternInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 17% Changes stats: +3 Dex / +4 Wil Changes damage: +7% mind Stamina each turn: +1.00 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. |
Cloak | Betiwen the Abysswire (1 def, 6 armour) Betiwen the Abysswire (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 2 fire Changes resistances: +6% fire / +12% cold Changes resistances penetration: +10% fire Changes damage: +9% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | Obsidianwarden the rough leather belt Obsidianwarden the rough leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 17% * 20% chance to reduce damage dealt by 15% Damage when hit (Melee): 2 darkness Changes resistances: +6% acid / +7% light / +6% darkness Changes resistances penetration: +5% darkness / +5% acid A belt that goes around your waist. |
Inventory
regeneration infusion of the duelist (heal 298; 13 cd) regeneration infusion of the duelist (heal 298; 13 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 298 life over 5 turns. Its effects scale with your Dexterity 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. Press to compare to your current inscriptions |
wild infusion of the duelist (res 24%; magical; dur 4; cd 16) wild infusion of the duelist (res 24%; magical; dur 4; cd 16)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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 24% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity 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. Press to compare to your current inscriptions |
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)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. |
shatter afflictions rune of the duelist (absorb 77; cd 18) shatter afflictions rune of the duelist (absorb 77; cd 18)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: 18 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 77 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 Dexterity 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. |
Burnoblivion the steel amulet Burnoblivion the steel amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Cun Changes resistances: +3% fire / +12% light / +14% darkness Changes resistances penetration: +5% arcane Changes damage: +3% arcane / +6% fire Talent masteries: +0.13 Technique / Pugilism +0.13 Technique / Combat training Critical mult.: +10.00% Blindness immunity: +23% Amulets make your neck look great! |
Glarefist GlarefistInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 2 mind / 6 light Changes stats: +6 Wil Changes damage: +3% mind Mental save: +8 (+4 eff.) Cut immunity: +40% Confusion immunity: +12% Mindpower: +6 (+3 eff.) Light radius: +1 Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 174 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
restful steel amulet restful steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Life regen: +1.00 Amulets make your neck look great! |
marksman's copper ring marksman's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Rings make your fingers look great! |
gladiator's steel ring gladiator's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +5 Str / +4 Con Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. yew vilestaff (20-24 power, 4 apr, darkness element)yew vilestaff (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 (+8 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
Lightningraptor (62-98 power, 4 apr) Lightningraptor (62-98 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.5 - 98.4 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 17% chance to reduce strength, dexterity, and constitution by 8 * 35% chance to reduce all saves and defense by 17 Damage (Melee): +23 blight / +27 mind Damage (radius 2) on crit: +16 lightning When wielded/worn: Accuracy: +19 (+6 eff.) Defense: +13 (+4 eff.) Damage when hit (Melee): 4 lightning Changes stats: +6 Cun / +6 Wil Changes resistances: +9% lightning Changes damage: +3% mind Disease immunity: +24% Disarm immunity: +42% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. Blindpiety (28-40 power, 4 apr)Blindpiety (28-40 power, 4 apr) Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 28.5 - 39.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +7 darkness Damage against: +13% Living When wielded/worn: Armour: +2 Effects on melee hit: * 20% chance to reduce damage dealt by 15% Changes resistances: +6% lightning / +12% mind Mental save: +12 (+6 eff.) Only die when reaching: -40.00 life Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. steel dagger of crippling (12-15 power, 6 apr)steel dagger of crippling (12-15 power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 11.5 - 15.0 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +7.0% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. psychokinetic quiver of ash arrows of accuracy (20/20, 22-30 power, 7 apr)psychokinetic quiver of ash arrows of accuracy (20/20, 22-30 power, 7 apr) Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 21.5 - 30.1 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +14 Armour Penetration: +7 Crit. chance: +1.5% Capacity: 20 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 94 physical damage Damage (Ranged): +17 physical Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. Isymivea the Frostrune (0 def, 6 armour, 30-35 power, 74 block)Isymivea the Frostrune (0 def, 6 armour, 30-35 power, 74 block) Requires: - Shield usage training - Strength 24 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 29.5 - 35.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +74 When wielded/worn: Armour: +6 Fatigue: +8% Damage when hit (Melee): 2 cold Changes stats: +5 Con Changes resistances: +23% acid Changes resistances penetration: +15% mind / +10% cold Talent granted: +1 Block Mindpower: +5 (+2 eff.) Light radius: +1 Handheld deflection devices. |
Polemira (0 def, 0 armour) Polemira (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +5 Mag / +6 Wil / +3 Cun Changes resistances: +9% all Changes resistances penetration: +7% temporal / +7% physical Changes damage: +3% blight / +11% temporal / +5% physical Critical mult.: +11.00% Silence immunity: +24% Spellpower on spell critical (stacks up to 3 times): +3 Hate when firing a critical mind attack: +3.00 Psi when firing a critical mind attack: +2.00 Maximum vim: +20.00 Spellpower: +7 (+7 eff.) Damage Shield penetration: +30% Reduces paradox anomalies(equivalent to willpower): +10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven woollen robe of the mountain (+8%) (0 def, 0 armour) stormwoven woollen robe of the mountain (+8%) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Mag / +4 Wil Changes resistances: +8% lightning / +5% cold / +13% physical / +9% all Changes damage: +6% lightning / +21% physical / +6% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cured leather armour of the deep (6 def, 6 armour) cured leather armour of the deep (6 def, 6 armour)Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +6 (+2 eff.) Fatigue: +7% Changes resistances: +9% acid / +6% cold Allows you to breathe in: water A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. rejuvenating hardened leather armour (9 def, 6 armour)rejuvenating hardened leather armour (9 def, 6 armour) Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+3 eff.) Fatigue: +8% Life regen: +2.70 Stamina each turn: +0.80 A suit of armour made of leather. |
Anintir the Arcstreak Anintir the ArcstreakPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Cun Changes resistances penetration: +15% lightning / +10% fire Hate when firing a critical mind attack: +2.00 Mindpower: +15 (+7 eff.) It can be used to create a temporary shield that absorbs 200 damage Activation puts all charms on cooldown for 30 turns. A belt that goes around your waist. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Winterflash WinterflashCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Wil / +5 Cun / +2 Con Changes damage: +3% nature / +12% cold Damage against: +16% Summoned Reduced damage from: +15% Summoned A belt that goes around your waist. |
rough leather belt of unlife rough leather belt of unlifePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
hardened leather belt 'Cyroda' hardened leather belt 'Cyroda'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +15 (+5 eff.) Changes stats: +5 Cun Changes resistances: +2% physical / +5% arcane / +3% darkness Maximum life: +45.00 See invisible: +3 A belt that goes around your waist. |
hardened leather belt 'Sunlace' hardened leather belt 'Sunlace'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour penetration: +5 Physical power: +15 (+5 eff.) Defense: +14 (+5 eff.) Changes stats: +2 Con Changes resistances: +6% lightning Changes damage: +3% light Stealth bonus: +11 Light radius: +3 A belt that goes around your waist. |
linen cloak 'Aeryldawen' (22 def, 0 armour) linen cloak 'Aeryldawen' (22 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Defense: +22 (+7 eff.) Changes damage: +6% physical Physical save: +6 (+3 eff.) Equilibrium when hit: +0.12 Mindpower: +10 (+5 eff.) 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. enveloping cashmere cloak (10 def, 0 armour)enveloping cashmere cloak (10 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +6 (+3 eff.) 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. enveloping cashmere cloak of the Shaloren (10 def, 0 armour)enveloping cashmere cloak of the Shaloren (10 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +2 Mag / +3 Wil Physical save: +7 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Glarekiss (0 def, 3 armour) Glarekiss (0 def, 3 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Damage when hit (Melee): 4 acid Changes stats: +3 Dex / +3 Wil / +3 Cun / +7 Lck Changes resistances: +6% light Changes resistances penetration: +10% acid Changes damage: +9% light Stealth bonus: +7 Physical save: +7 (+4 eff.) Spell save: +5 (+2 eff.) Mental save: +7 (+4 eff.) Stamina each turn: +0.30 Maximum stamina: +12.00 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. Starwisp the pair of hardened leather boots (0 def, 3 armour)Starwisp the pair of hardened leather boots (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +10 Lck / +5 Dex Changes resistances penetration: +15% acid Changes damage: +24% light / +6% acid Stealth bonus: +5 Light radius: +3 A pair of boots made of leather. |
Earoldir the pair of iron boots (10 def, 5 armour) Earoldir the pair of iron boots (10 def, 5 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical power: +15 (+5 eff.) Armour: +5 Defense: +10 (+3 eff.) Fatigue: +2% Changes stats: +1 Str / +2 Dex / +3 Wil / +3 Cun / +3 Con Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +9 (+5 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. Kindlevenom (2 def, 0 armour)Kindlevenom (2 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +5 Mag Changes resistances: +19% cold Changes resistances penetration: +25% light Changes damage: +12% arcane / +13% cold / +3% light / +6% mind Spell save: +10 (+5 eff.) Maximum mana: +31.00 Light radius: +3 A pointy cloth hat, very wizardly... |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 emerald 2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
This item will automatically be transmogrified when you leave the level. XeruweXeruwe Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +1 Defense: +20 (+7 eff.) Damage when hit (Melee): 2 physical Changes stats: +1 Dex / +3 Con Blindness immunity: +28% Confusion immunity: +15% Only die when reaching: -80.00 life Light radius: +8 See stealth: +10 See invisible: +10 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 5.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 23 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Hurudur (dig speed 15 turns) Hurudur (dig speed 15 turns)Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str / +4 Dex Changes resistances: +3% temporal Changes damage: +8% mind / +9% fire Mental save: +10 (+5 eff.) Cut immunity: +20% Knockback immunity: +20% Life regen: +4.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
This item will automatically be transmogrified when you leave the level. Spidermonster (dig speed 15 turns)Spidermonster (dig speed 15 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 15% Changes stats: +2 Str Changes resistances: +6% nature / +9% darkness Changes resistances penetration: +25% nature / +14% physical When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
elm totem of healing 'Megar' [power 116] (15 cooldown) elm totem of healing 'Megar' [power 116] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 8 Changes resistances: +3% blight Life regen: +4.00 Only die when reaching: -40.00 life Maximum life: +20.00 It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
ash wand of shielding 'Alesta' [power 194] (20 cooldown) ash wand of shielding 'Alesta' [power 194] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 2 When wielded/worn: Changes stats: +7 Wil Maximum wards: +3 nature / +3 cold / +4 light / +3 arcane Talent granted: +1 Ward Maximum hate: +4.00 Mental crit. chance: +1% It can be used to create a shield absorbing up to 194 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Reduce fatigue by 24% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Eykyl the Cornac Brawler level 11
25th Dusk 122nd year of Ascendancy at 10:49 see stats
By Eykyl the Cornac Brawler level 10
2nd Mirth 122nd year of Ascendancy at 07:09 see stats
By Eykyl the Cornac Brawler level 10
20th Dusk 122nd year of Ascendancy at 08:54 see stats
By Eykyl the Cornac Brawler level 10
6th Mirth 122nd year of Ascendancy at 22:11 see stats
By Eykyl the Cornac Brawler level 16
52nd Dusk 122nd year of Ascendancy at 15:24 see stats
By Eykyl the Cornac Brawler level 19
60th Dusk 122nd year of Ascendancy at 11:51 see stats
Log
Eykyl hits Gloreyama the gigantic corrosive tunneler for 24 physical, 1 acid, 2 fire (27 total damage).
Gloreyama the gigantic corrosive tunneler uses Ice Claw.
Gloreyama the gigantic corrosive tunneler performs a melee critical strike against Eykyl!
Eykyl is recovering from the damage!
Gloreyama the gigantic corrosive tunneler's blood frenzy intensifies!
Eykyl is dazed!
Gloreyama the gigantic corrosive tunneler hits Eykyl for 320 cold damage.
Melee retaliation hits Gloreyama the gigantic corrosive tunneler for 1 darkness, 1 fire, 1 mind (2 total damage).
Eykyl is not dazed anymore.
Talent Concussive Punch is ready to use.
Talent Haymaker is ready to use.
Talent Rush is ready to use.
Acid Splash from Gloreyama the gigantic corrosive tunneler hits Eykyl for 3 acid damage.
Eykyl uses Infusion: Healing.
Eykyl receives 167 healing from Infusion: Healing.
Eykyl uses Evasion.
Eykyl tries to evade attacks.
Eykyl hits Gloreyama the gigantic corrosive tunneler for 23 physical, 1 acid, 2 fire (26 total damage).
Gloreyama the gigantic corrosive tunneler uses Shattering Shout.
Gloreyama the gigantic corrosive tunneler hits Eykyl for 203 physical damage.
Acid Splash from Gloreyama the gigantic corrosive tunneler hits Eykyl for 3 acid damage.
Eykyl hits Gloreyama the gigantic corrosive tunneler for 23 physical, 1 acid, 2 fire (26 total damage).
Gloreyama the gigantic corrosive tunneler uses Execution.
Gloreyama the gigantic corrosive tunneler performs a melee critical strike against Eykyl!
Gloreyama the gigantic corrosive tunneler's blood frenzy intensifies!
Gloreyama the gigantic corrosive tunneler hits Eykyl for 284 physical damage.
Melee retaliation hits Gloreyama the gigantic corrosive tunneler for 1 darkness, 1 fire, 2 mind (3 total damage).
Eykyl the level 19 cornac brawler was chopped into tiny pieces to death by Gloreyama the gigantic corrosive tunneler on level 3 of Sandworm lair.