Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Skeleton |
Class | Sun Paladin |
Level / Exp | 17 / 6% |
Size | medium |
Lifes / Deaths | Killed by Veluvea the sandworm at level 17 on the 30th Dusk 122nd year of Ascendancy at 22:16 / 1 |
Primary Stats
Strength | 62 (base 41) |
Dexterity | 37 (base 10) |
Constitution | 11 (base 10) |
Magic | 29 (base 25) |
Willpower | 32 (base 21) |
Cunning | 25 (base 10) |
Resources
Life | -24/470 |
Positive | 58/98 |
Stamina | 203/203 |
Vim | 164/164 |
Healing Factor | 1.0097162075847 |
Regeneration | 4.291293882235 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 1 |
See Stealth | 11 |
See Invisible | 7 |
Offense: Mainhand
Damage | 116 |
Accuracy | 38 |
Crit Chance | 13% |
APR | 13 |
Speed | 1.00 |
Offense: Spell
Spellpower | 27 |
Crit Chance | 11% |
Speed | 1 |
Offense: Mind
Mindpower | 28 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Cold | +6% |
Mind | +4% |
Nature | +15% |
Offense: Damage Penetration
Mind | +10% |
Fire | +25% |
Nature | +10% |
Defense: Base
Armour (hardiness) | 26.118138619369 (56.297102139833%) |
Defense | 31 |
Ranged Defense | 31 |
Fatigue | 18 |
Physical Save | 22 |
Spell Save | 20 |
Mental Save | 25 |
Defense: Resistances
Acid | + 20%( 70%) |
Physical | + 1%( 70%) |
Lightning | + 14%( 70%) |
Mind | + 6%( 70%) |
Arcane | + 5%( 70%) |
Fire | + 9%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 21% |
Confusion Resistance | 13% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 24% |
Disarm Resistance | 22% |
Bleed Resistance | 100% |
Teleport Resistance | 10% |
Pinning Resistance | 24% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse 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. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 50 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. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Acid WaveUse 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 unleash a cone dealing 169.40 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Shield offense | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Technique / Two-handed assault | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Celestial / Chants | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Undead / Skeleton | 1.10 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 5/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Scintillating Caves. Escort: lost defiler (level 3 of Scintillating Caves)As a reward you improved talent Curse of Defenselessness (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Scintillating Caves. Escort: worried loremaster (level 2 of Scintillating Caves)As a reward you improved Willpower 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 have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. 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 ritch stinger. Keep as much venom in it as possible.' * You've found the needed orc heart. 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 electric eel tail. * You've found the needed sandworm tooth. * You've found the needed skeleton mage skull. | 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 have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
On feet | Emelethra the pair of rough leather boots (0 def, 9 armour) Emelethra the pair of rough leather boots (0 def, 9 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Wil +1 Con offense ------ Ignore Armor +3 defense ------ Armor +9 other ------- Stamina/turn +3.00 Infravision +1 A pair of boots made of leather. |
Light source | alchemist's lamp 'Searkiss' alchemist's lamp 'Searkiss'1.0 Encumbrance T3 lite [Rare] Master While equipped: offense ------ Ignore resists +25% fire On-Hit (Melee): * 20% chance to slow global speed by 45% defense ------ Resistance +5% arcane +6% fire Blind Resist +24% Confus Resist +13% other ------- Light +8 See Stealth +11 See Invisibility +7 Track: Puts all charms on 40 turn cooldown Effective talent level: 4.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd 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 | Bokendur the Serpentborn (0 def, 3 armour) Bokendur the Serpentborn (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +7 Str +7 Dex offense ------ Damage +15% nature Ignore resists +10% mind +10% nature When Hit 4 mind defense ------ Armor +3 Fatigue +3% Resistance +3% lightning Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 198.7 Physical damage. If the attack hits, the target is confused (36% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Tool | Eilinydakira the iron torque of gale force [power 110] (16/15 cooldown) Eilinydakira the iron torque of gale force [power 110] (16/15 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats +3 Mag defense ------ Crit Resistance 5.00% other ------- Max mana +60.00 Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 110 physical damage Puts all charms on 15 turn cooldown 100% to increase the duration of 2 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
On fingers | sneakthief's copper ring of pilfering sneakthief's copper ring of pilfering0.1 Encumbrance T1 ring jewelry [Ego++] Master While equipped: Stats +5 Cun +5 Dex offense ------ Accuracy +13 (+5 eff.) Ignore Armor +8 defense ------ Defense +7 (+4 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 105% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
On fingers | Icemark Icemark0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +4 Str +1 Mag +2 Cun offense ------ Damage +6% cold When Hit 2 cold defense ------ Life +23.00 Disarm Resist +22% Pinning Resist +24% Knockbk Resist +20% Rings make your fingers look great! |
Around waist | rough leather belt 'Veladhenn' rough leather belt 'Veladhenn'1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: defense ------ Resistance +3% fire Crit Resistance 5.00% Life +33.00 Cut Resist +20% Teleport Resist +10% A belt that goes around your waist. |
In main hand | Elenofang the dwarven-steel greatmaul (162% power, 2 apr) Elenofang the dwarven-steel greatmaul (162% power, 2 apr)5.0 Encumbrance T3 greatmaul 2H weapon [Rare] Master Weapon Damage 163% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% Ignore Shields +20% On-hit +12 acid While equipped: offense ------ Physical Crit +1.0% On-Hit (Melee): * 10% chance to reduce armor by 25% defense ------ Defense +15 (+8 eff.) Resistance +1% physical Life Regen +4.00 Massive two-handed mauls. |
On hands | psychic's dwarven-steel gauntlets of dexterity (+4) (0 def, 2 armour) psychic's dwarven-steel gauntlets of dexterity (+4) (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego] Master/Psionic While equipped: Stats +4 Dex offense ------ On-Hit 5 mind Damage +4% mind Accuracy +12 (+4 eff.) defense ------ Armor +2 Fatigue +3% Resistance +6% mind Unarmed combat: Weapon Damage 119% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +6 Ignore Armor +9 Critical Rate +15.0% Attack Speed 83% On-crit, radius 2 +5 mind On Hit: 20% Psychic Lobotomy level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | enlightening dwarven-steel mail armour of acid resistance (3 def, 8 armour) enlightening dwarven-steel mail armour of acid resistance (3 def, 8 armour)14.0 Encumbrance T3 heavy armor [Ego+] Master/Psionic While equipped: Stats +5 Cun +4 Wil defense ------ Armor +8 Defense +3 (+2 eff.) Fatigue +12% Resistance +20% acid Mind save +12 (+6 eff.) A suit of armour made of mail. |
Cloak | Cloak of Deception Cloak of Deception1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ 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. |
Around neck | grounding copper amulet of cunning (+3) grounding copper amulet of cunning (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun defense ------ Resistance +11% lightning Stun Resist +21% Amulets make your neck look great! |
Inventory
healing infusion (heal 46; cd 14) healing infusion (heal 46; cd 14)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 46 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 21%; physical; dur 3; cd 15) wild infusion of the psychic (res 21%; physical; dur 3; cd 15)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 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 21% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shatter afflictions rune of the sneak (absorb 58; cd 18) shatter afflictions rune of the sneak (absorb 58; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 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 58 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 197; dur 4; cd 17) shielding rune of the psychic (absorb 197; dur 4; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 197 damage for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
clarifying copper amulet of mastery (0.11 Technique / Combat techniques) clarifying copper amulet of mastery (0.11 Technique / Combat techniques)0.1 Encumbrance T1 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +11% mind Confus Resist +23% other ------- Masteries +0.11 Technique/Combat techniques Amulets make your neck look great! |
Phoenixwasp the dwarven-steel battleaxe (138% power, 2 apr) Phoenixwasp the dwarven-steel battleaxe (138% power, 2 apr)3.0 Encumbrance T3 battleaxe 2H weapon [Rare] Master Weapon Damage 139% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% On-hit +12 cold On Critical: * Wound the target dealing 207 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +4 Con offense ------ Physical Crit +10.0% Physical Power +22 (+7 eff.) Damage +3% fire defense ------ Armor +2 Resistance +1% physical Massive two-handed battleaxes. |
Salina the Blizzardnail (135% power, 2 apr) Salina the Blizzardnail (135% power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Rare] Master Weapon Damage 135% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-hit +12 cold On-Hit, radius 1 +8 cold While equipped: Stats +4 Dex offense ------ When Hit 4 cold On-Hit (Melee): * 20% chance to reduce damage dealt by 16% Massive two-handed battleaxes. |
acidic dwarven-steel dagger of erosion (120% power, 7 apr) acidic dwarven-steel dagger of erosion (120% power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego] Arcane/Nature Weapon Damage 121% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +5 nature On Critical: * Splash the target with acid dealing 75 damage over 5 turns and reducing armor and accuracy by 10 Sharp, short and deadly. |
arcing dwarven-steel dagger of massacre (125% power, 7 apr) arcing dwarven-steel dagger of massacre (125% power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego] Arcane/Master Weapon Damage 126% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 45 damage Sharp, short and deadly. |
steel dagger (108% power, 6 apr) steel dagger (108% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Normal] Weapon Damage 108% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% Sharp, short and deadly. |
arcing steel greatmaul of projection (133% power, 2 apr) arcing steel greatmaul of projection (133% power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Ego+] Arcane/Psionic Weapon Damage 134% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) * 25% chance for lightning to strike from the target to a second target dealing 45 damage Massive two-handed mauls. |
blazebringer's steel greatmaul of daylight (132% power, 2 apr) blazebringer's steel greatmaul of daylight (132% power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Ego+] Arcane/Nature Weapon Damage 133% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On-hit +10 light Damage Against +12% Undead On-crit, radius 2 +7 fire While equipped: offense ------ Global Speed +3% Ignore resists +14% fire Massive two-handed mauls. |
vined mindstar of balance (88% power, 18 apr, nature damage) vined mindstar of balance (88% power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature Weapon Damage 89% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) defense ------ Physical save +3 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) other ------- EQ when Hit +1.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
cured leather sling cured leather sling4.0 Encumbrance T2 sling 1H weapon Reqs Shoot [Normal] Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 Slings are used to hurl stones or metal shots at your foes. |
dwarven-steel waraxe (118% power, 4 apr) dwarven-steel waraxe (118% power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Normal] Weapon Damage 119% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% One-handed war axes. |
Girdle of the Calm Waters Girdle of the Calm Waters1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
Salelaith the rough leather belt =WB= Salelaith the rough leather belt =WB=1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: Stats +1 Wil offense ------ Mind Crit +2% Mindpower +20 (+10 eff.) Damage +6% acid defense ------ Resistance +6% blight +3% acid other ------- Max hate +2.00 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Cleansewrest the linen cloak (1 def, 0 armour) Cleansewrest the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats +2 Wil offense ------ Damage +3% nature defense ------ Defense +1 (+1 eff.) Mind save +6 (+3 eff.) Healmod +10% Poison Resist +10% Disarm Resist +10% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Thunderterror' (1 def, 2 armour) linen cloak 'Thunderterror' (1 def, 2 armour)2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats +1 Str +3 Wil offense ------ Damage +3% lightning defense ------ Armor +2 Defense +1 (+1 eff.) Resistance +2% physical Physical save +9 (+5 eff.) Mind save +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's cashmere cloak of the voidstalker (2 def, 0 armour) murderer's cashmere cloak of the voidstalker (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego++] Arcane/Master While equipped: Stats +3 Cun +2 Dex offense ------ Accuracy +4 (+2 eff.) Ignore Armor +5 defense ------ Defense +2 (+1 eff.) Resistance +10% darkness +12% temporal Out-of-Phase Defense +10 Out-of-Phase Resistance +11% Out-of-Phase Resilience +12% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Vestments of the Conclave (0 def, 0 armour) Vestments of the Conclave (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +15% Spellpower +15 (+7 eff.) Damage +15% arcane defense ------ Resistance +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
slimy woollen robe of the mountain (+11%) (0 def, 0 armour) slimy woollen robe of the mountain (+11%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Nature/Disrupt While equipped: offense ------ Damage +11% physical When Hit: * 4% chance to slow global speed by 45% * 4 arcane resource burn defense ------ Resistance +9% all +11% physical A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cyrymina the Muckminister (0 def, 1 armour) Cyrymina the Muckminister (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: offense ------ Spellpower +4 (+2 eff.) Damage +3% nature +18% cold When Hit 2 darkness defense ------ Armor +1 Resistance +3% nature +3% darkness A pair of boots made of leather. |
Voidstone the pair of hardened leather boots (0 def, 6 armour) Voidstone the pair of hardened leather boots (0 def, 6 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Damage +12% darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 16% defense ------ Armor +6 Resistance +6% acid +6% nature +3% darkness other ------- Infravision +2 A pair of boots made of leather. |
pair of dwarven-steel boots of speed (0 def, 4 armour) pair of dwarven-steel boots of speed (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego] Arcane While equipped: offense ------ Move Speed +25% defense ------ Armor +4 Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
scholar's pair of dwarven-steel boots of disengagement (0 def, 4 armour) scholar's pair of dwarven-steel boots of disengagement (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego+] Arcane/Master While equipped: Stats +2 Cun +3 Dex offense ------ Spellpower +4 (+2 eff.) defense ------ Armor +4 Fatigue +3% Disengage: Puts all charms on 15 turn cooldown Effective talent level: 2.0 Power cost 15 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 105% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% fire defense ------ Armor +2 Resistance +10% fire Unarmed combat: Weapon Damage 89% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.0% Attack Speed 100% On-hit +10 fire Damage Conversion 100% fire On Hit: 30% Flamespit level 3 Flamespit: Effective talent level: 3.0 Power cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 36.63 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Ulfadig (0 def, 1 armour) Ulfadig (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Rare] Nature While equipped: Stats +4 Str offense ------ Mind Crit +2% Mindpower +5 (+3 eff.) On-Hit 6 fire Damage +4% fire defense ------ Armor +1 Fatigue +1% Resistance +6% fire other ------- Light +3 Unarmed combat: Weapon Damage 102% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% On-crit, radius 2 +6 fire On Hit: 10% Fire Breath level 1 Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves of magic (+3) (0 def, 1 armour) rough leather gloves of magic (+3) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Arcane While equipped: Stats +3 Mag offense ------ Damage +4% arcane defense ------ Armor +1 Unarmed combat: Weapon Damage 93% Range: 1.0x-1.1x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On-hit +5 arcane On-crit, radius 2 +6 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
temporal rough leather gloves of dexterity (+3) (0 def, 1 armour) temporal rough leather gloves of dexterity (+3) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Arcane/Master While equipped: Stats +3 Dex offense ------ On-Hit 6 temporal On-Ranged-Hit 6 temporal Damage +4% temporal Accuracy +11 (+4 eff.) defense ------ Armor +1 Resistance +5% temporal Unarmed combat: Weapon Damage 93% Range: 1.0x-1.1x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +6 Ignore Armor +1 Critical Rate +6.0% Attack Speed 100% On Hit: * 6% chance to gain 10% of a turn (3/turn limit) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Brenichik the Arcriver (0 def, 3 armour) =con= Brenichik the Arcriver (0 def, 3 armour) =con=3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +1 Cun +4 Con offense ------ Mind Crit +1% Damage +9% lightning defense ------ Armor +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)3.0 Encumbrance T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+6 eff.) Spell save +12 (+6 eff.) Mind save +12 (+6 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
iron helm 'Hanuyarath' (0 def, 5 armour) iron helm 'Hanuyarath' (0 def, 5 armour)3.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +3 Str +2 Wil +3 Cun offense ------ Mindpower +3 (+2 eff.) defense ------ Armor +5 Fatigue +5% Healmod +10% other ------- Light +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat 'Splendourlash' (1 def, 0 armour) linen wizard hat 'Splendourlash' (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +2 Mag +4 Wil offense ------ Damage +9% light +11% fire defense ------ Defense +1 (+1 eff.) Resistance +16% fire A pointy cloth hat, very wizardly... |
rough leather cap 'Mayunor' (5 def, 1 armour) rough leather cap 'Mayunor' (5 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Con offense ------ Physical Power +15 (+5 eff.) Accuracy +5 (+2 eff.) When Hit 8 physical defense ------ Armor +1 Defense +5 (+3 eff.) Fatigue +1% Resistance +6% cold Unlife -40.00 life other ------- Breathe water A cap made of leather. |
stabilizing linen wizard hat of the sentry (1 def, 0 armour) stabilizing linen wizard hat of the sentry (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Arcane/Master While equipped: Stats +2 Wil defense ------ Defense +1 (+1 eff.) Physical save +6 (+3 eff.) other ------- Infravision +3 See Stealth +6 See Invisibility +6 Circle of Warding: (Instant) Puts all charms on 40 turn cooldown Effective talent level: 3.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 24% and attempts to push all creatures other than yourself out of its radius, inflicting 4.82 light damage and 4.82 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
impenetrable steel mail armour (2 def, 13 armour) impenetrable steel mail armour (2 def, 13 armour)14.0 Encumbrance T2 heavy armor [Ego] Master While equipped: defense ------ Armor +13 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
prismatic steel mail armour of lightning resistance (2 def, 6 armour) prismatic steel mail armour of lightning resistance (2 def, 6 armour)14.0 Encumbrance T2 heavy armor [Ego] Arcane/Master While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +17% lightning +11% light +11% darkness A suit of armour made of mail. |
Manaruimnir the Blastmalice (6 def, 4 armour) Manaruimnir the Blastmalice (6 def, 4 armour)9.0 Encumbrance T2 light armor [Random Unique] Arcane/Master While equipped: offense ------ On-Hit 10 acid 9 fire Damage +6% lightning When Hit 9 acid 10 fire defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Resistance +13% acid +27% fire +21% lightning +6% physical Physical save +12 (+6 eff.) A suit of armour made of leather. |
Glewe (0 def, 9 armour) Glewe (0 def, 9 armour)17.0 Encumbrance T1 massive armor Reqs - Massive armour training [Rare] Arcane While equipped: defense ------ Armor +9 Fatigue +22% Resistance +6% arcane Spell save +10 (+5 eff.) Blind Resist +10% Pinning Resist +20% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Max psi +10.00 A suit of armour made of metal plates. |
steel shield of cold resistance (+17%) (0 def, 4 armour, 117% power, 42.5 block) steel shield of cold resistance (+17%) (0 def, 4 armour, 117% power, 42.5 block)7.0 Encumbrance T2 shield armor [Ego] Master When used to Attack: Weapon Damage 117% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +42 While equipped: defense ------ Armor +4 Fatigue +8% Resistance +17% cold other ------- Talents +1 Block Handheld deflection devices. |
3 aquamarine 3 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Xerama (dig speed 27 turns) Xerama (dig speed 27 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str +4 Wil offense ------ Mind Crit +3% Damage +3% mind Ignore resists +5% blight When Hit 6 acid other ------- Max psi +10.00 Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Planar Beacon Planar Beacon1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.0 Power cost 25 out of 25/25. Range 5 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 71.05 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 71.05 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Summertide Phial Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(86 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+3 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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 Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
deadly pouch of steel shots of paradox (13/13, 130% power, 2 apr) deadly pouch of steel shots of paradox (13/13, 130% power, 2 apr)3.0 Encumbrance T2 shot ammo [Ego] Arcane/Master Weapon Damage 131% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 13 On-ranged-hit +7 temporal On Hit: * 6% chance to gain 10% of a turn (3/turn limit) Shots are used with slings to pummel your foes to death. |
elm wand of shielding 'Umbragash' [power 116] (16/20 cooldown) elm wand of shielding 'Umbragash' [power 116] (16/20 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: offense ------ Ignore resists +10% darkness +5% blight defense ------ Resistance +9% blight Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to increase all damage by 11% 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 Mardirachik the Skeleton Sun Paladin level 10
3rd Flare 122nd year of Ascendancy at 22:10 see stats
By Mardirachik the Skeleton Sun Paladin level 7
2nd Summertide 122nd year of Ascendancy at 15:32 see stats
By Mardirachik the Skeleton Sun Paladin level 14
8th Dusk 122nd year of Ascendancy at 04:32 see stats
Log
Vorunne the blue ooze aims less carefully.
Mardirachik is recovering from the damage!
Layelle the sandworm's devouring flames area effect hits Mardirachik for 16 fire damage.
Veluvea the sandworm is a martyr.
Weapon of Wrath hits Veluvea the sandworm for 69 fire damage.
Mardirachik hits Veluvea the sandworm for 129 physical, 12 acid, 28 light, 5 mind (174 total damage).
Veluvea the sandworm uses Stunning Blow.
Mardirachik is stunned!
Veluvea the sandworm damages himself through Martyrdom!
Melee retaliation hits Veluvea the sandworm for 3 cold, 2 mind, 9 light, 1 cold, 2 mind, 4 light (21 total damage).
Mardirachik hits Veluvea the sandworm for 4 physical, 3 physical (7 total damage).
Veluvea the sandworm hits Mardirachik for 40 physical, 62 physical (102 total damage).
Veluvea the sandworm uses Warshout.
Mardirachik wanders around!
Yellow ooze misses Mardirachik.
Mardirachik is confused and fails to use Bone Armour.
Talent Rune: Blink is ready to use.
Talent Rune: Mirror Image is ready to use.
Talent Fearless Cleave is ready to use.
Talent Dig is ready to use.
Talent Curse of Defenselessness is ready to use.
Talent Wave of Power is ready to use.
The unstable sand tunnel collapses!
Veluvea the sandworm uses Shattering Shout.
Veluvea the sandworm damages himself through Martyrdom!
Mardirachik hits Veluvea the sandworm for 9 physical damage.
Veluvea the sandworm hits Mardirachik for 180 physical damage.
Mardirachik the level 17 skeleton sun paladin was sliced to death by Veluvea the sandworm on level 3 of Sandworm lair.