Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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 | Insane Roguelike |
Sex | Female |
Race | Krog |
Class | Wyrmic |
Level / Exp | 24 / 42% |
Size | big |
Lifes / Deaths | Killed by Emelethra the sandworm at level 24 on the 34th Haze 122nd year of Ascendancy at 01:49 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 51 (base 41) |
Dexterity | 23 (base 14) |
Constitution | 24 (base 11) |
Magic | 11 (base 10) |
Willpower | 73 (base 53) |
Cunning | 29 (base 12) |
Resources
Life | -93/889 |
Psi | 153/163 |
Stamina | 326/326 |
Equilibrium | 40 |
Healing Factor | 1.2972674059367 |
Regeneration | 15.811142625239 |
Speed
Mental | +5.96386969525% |
Attack | +5.96386969525% |
Movement | +42.09386761032% |
Spell | 0% |
Global | +114% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 5 |
See Stealth | 26.003878189685 |
See Invisible | 29.003878189685 |
Offense: Mainhand
Damage | 89 |
Accuracy | 46 |
Crit Chance | 28% |
APR | 20 |
Speed | 0.94 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 5.5 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 45 |
Crit Chance | 19% |
Speed | 0.94371789448232 |
Offense: Damage Bonus
Acid | +16% |
Blight | +16% |
Physical | +28% |
Cold | +19% |
All | 0% |
Lightning | +16% |
Darkness | +16% |
Fire | +16% |
Nature | +25% |
Offense: Damage Penetration
Acid | +31% |
Blight | +31% |
Arcane | +12% |
Cold | +46% |
All | +7% |
Lightning | +54% |
Physical | +36% |
Darkness | +31% |
Fire | +47% |
Nature | +31% |
Defense: Base
Armour (hardiness) | 20 (49.007671158813%) |
Defense | 34 |
Ranged Defense | 34 |
Fatigue | 0 |
Physical Save | 43 |
Spell Save | 34 |
Mental Save | 46 |
Defense: Resistances
Acid | + 20%( 70%) |
Blight | + 36%( 70%) |
Arcane | + 26%( 70%) |
Cold | + 34%( 70%) |
All | + 18%( 70%) |
Physical | + 28%( 70%) |
Lightning | + 25%( 70%) |
Light | + 34%( 70%) |
Temporal | + 29%( 70%) |
Mind | + 33%( 70%) |
Darkness | + 51%( 70%) |
Fire | + 37%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Stun Resistance | 30% |
Confusion Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Poison Resistance | 20% |
Blind Resistance | 10% |
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 314 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 30% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 148 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 619% 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 Willpower stat. |
Class Talents
Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fire drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Sand drake aspect | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Shield offense | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Higher draconic abilities | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Wild-gift / Venom drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Fungus | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Effects
Quests
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 Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you improved talent Telekinetic Leap (+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 repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Heightened Senses (+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 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 |
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. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | 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 multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * '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.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' 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 vial of wight ectoplasm. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | 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 | Gloretha (0 def, 3 armour) Gloretha (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Physical crit. chance: +5.0% Physical power: +10 (+3 eff.) Armour: +3 Damage when hit (Melee): 4 arcane Changes stats: +3 Cun / +3 Con Changes resistances: +12% blight / +6% fire Physical save: +18 (+6 eff.) Mental save: +15 (+5 eff.) A pair of boots made of leather. |
Light source | piercing alchemist's lamp of the zealot piercing alchemist's lamp of the zealotInfused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +7 Changes resistances: +3% all Changes resistances penetration: +7% all Spell save: +7 (+3 eff.) Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Aerilar (0 def, 5 armour) Aerilar (0 def, 5 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +7 Armour: +5 Fatigue: +5% Damage when hit (Melee): 8 blight Changes stats: +4 Dex / +3 Mag / +4 Wil / +6 Cun Changes resistances: +19% light / +16% darkness Changes resistances penetration: +5% arcane Mana when firing critical spell: +1.00 Spell crit. chance: +3% Mindpower: +5 (+2 eff.) A cap made of leather. |
On hands | Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Tool | Eye of the Dreaming One =lucid= Eye of the Dreaming One =lucid=Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+4 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 11 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
On fingers | sneakthief's gold ring =dex6= sneakthief's gold ring =dex6=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Changes stats: +4 Cun / +6 Dex Rings make your fingers look great! |
On fingers | Salerelle =con5= Salerelle =con5=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Effects on melee hit: * 10 arcane resource burn Changes stats: +5 Str / +5 Con Changes resistances: +15% fire / +5% arcane / +6% darkness Maximum hate: +2.00 Rings make your fingers look great! |
Around neck | copper amulet 'Shineclash' =con2= copper amulet 'Shineclash' =con2=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Defense: +10 (+5 eff.) Changes stats: +2 Con Changes resistances: +3% physical Changes resistances penetration: +5% physical Changes damage: +12% physical Physical save: +6 (+2 eff.) Life regen: +3.00 Maximum life: +34.00 Light radius: +3 See invisible: +3 Amulets make your neck look great! |
In main hand | Icerupture the voratun mace (44-62 power, 6 apr) Icerupture the voratun mace (44-62 power, 6 apr)Requires: - Strength 48 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 44.0 - 61.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (radius 2) on crit: +36 lightning / +125 fire / +30 cold When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 55% Changes resistances: +6% lightning / +3% darkness / +5% arcane / +3% blight Changes resistances penetration: +23% lightning / +16% fire / +15% cold Changes damage: +3% cold Global speed: +14% Movement speed: +31% Blunt and deadly. |
Around waist | Mayalrama MayalramaInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Effects on melee hit: * 20% chance to reduce all saves and defense by 28 Changes stats: +1 Con Changes resistances: +6% mind / +1% physical Physical save: +6 (+2 eff.) Stamina each turn: +2.00 Mindpower: +3 (+1 eff.) A belt that goes around your waist. |
In off hand | exposing dwarven-steel shield of temporal resistance (+13%) (0 def, 6 armour, 30-35 power, 75.5 block) exposing dwarven-steel shield of temporal resistance (+13%) (0 def, 6 armour, 30-35 power, 75.5 block)Requires: - Shield usage training - Strength 24 Infused by nature Infused by psionic forces 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: +76 When wielded/worn: Armour: +6 Fatigue: +8% Effects on melee hit: * 8% chance to reduce all saves and defense by 28 Effects when hit in melee: * 19% chance to gain 10% of a turn (3/turn limit) * 16% chance to reduce all saves and defense by 28 Changes resistances: +13% temporal Talent granted: +1 Block Handheld deflection devices. |
Cloak | linen cloak 'Chalydorab' (6 def, 6 armour) linen cloak 'Chalydorab' (6 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +6 (+3 eff.) Changes stats: +2 Str Changes resistances: +11% cold Confusion immunity: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | dreamer's cashmere robe of life (0 def, 0 armour) =lucid= dreamer's cashmere robe of life (0 def, 0 armour) =lucid=Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +5% blight / +13% darkness / +12% mind / +11% all Physical save: +12 (+4 eff.) Spell save: +12 (+6 eff.) Mental save: +20 (+7 eff.) Life regen: +2.80 Maximum life: +56.00 Healing mod.: +18% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Withering Orbs =blindfight= Withering Orbs =blindfight=Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
insulating copper amulet of constitution (+3) =con3= insulating copper amulet of constitution (+3) =con3=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +11% fire / +12% cold Amulets make your neck look great! |
starlit steel amulet of dexterity (+3) =dex3= starlit steel amulet of dexterity (+3) =dex3=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Dex Changes resistances: +10% light / +10% darkness Blindness immunity: +20% Amulets make your neck look great! |
gladiator's steel ring =con6= gladiator's steel ring =con6=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +5 Str / +6 Con Rings make your fingers look great! |
Aeroda the Obsidiansweep (12-15 power, 6 apr) =remnants= Aeroda the Obsidiansweep (12-15 power, 6 apr) =remnants=Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Base power: 11.5 - 15.0 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 11% chance to reduce strength, dexterity, and constitution by 5 Damage (Melee): +8 blight / +17 cold When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 5 * 20% chance to reduce damage dealt by 23% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. acidic dwarven-steel dagger (16-21 power, 7 apr)acidic dwarven-steel dagger (16-21 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 16.5 - 21.4 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Sharp, short and deadly. |
Geth (16-24 power, 1 apr) =dex1= Geth (16-24 power, 1 apr) =dex1=Requires: - Strength 11 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 16.0 - 24.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% Damage (Melee): +9 nature When wielded/worn: Changes stats: +1 Dex / +3 Con Physical save: +3 (+1 eff.) Silence immunity: +10% Massive two-handed mauls. |
Dairisarim (20-27 power, 4 apr) =remnants= Dairisarim (20-27 power, 4 apr) =remnants=Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Base power: 19.5 - 27.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +4 temporal / +13 cold Damage (radius 1) on hit: +8 fire Damage (radius 2) on crit: +8 blight When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +5 (+3 eff.) Changes damage: +6% blight Disarm immunity: +31% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. hateful dwarven-steel waraxe of paradox (18-26 power, 4 apr)hateful dwarven-steel waraxe of paradox (18-26 power, 4 apr) Requires: - Strength 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 18.5 - 25.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +8 darkness / +8 temporal Damage against: +8% Living When wielded/worn: Changes resistances: +10% temporal One-handed war axes. |
Lavasteel the linen cloak (1 def, 0 armour) =con2= Lavasteel the linen cloak (1 def, 0 armour) =con2=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Str / +2 Con Changes resistances: +18% fire Changes resistances penetration: +15% arcane Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Bregyrig the Weepvile (5 def, 1 armour) =con5= Bregyrig the Weepvile (5 def, 1 armour) =con5=Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +1 Defense: +5 (+3 eff.) Effects on melee hit: * 20% chance to slow global speed by 55% Changes stats: +5 Con Changes resistances: +6% lightning / +5% temporal / +1% physical Stamina each turn: +2.00 A pair of boots made of leather. |
pair of rough leather boots 'Tideripper' (3 def, 5 armour) =dex5= pair of rough leather boots 'Tideripper' (3 def, 5 armour) =dex5=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Defense: +3 (+2 eff.) Changes stats: +5 Dex Changes resistances penetration: +10% cold / +5% physical Changes damage: +9% physical / +9% cold A pair of boots made of leather. |
iron gauntlets 'Aerima' (5 def, 1 armour) =dex2= iron gauntlets 'Aerima' (5 def, 1 armour) =dex2=Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+3 eff.) Armour: +1 Defense: +5 (+3 eff.) Fatigue: +1% Changes stats: +2 Dex Changes resistances: +3% darkness Spell save: +9 (+4 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather cap 'Kindlemortal' (0 def, 15 armour) =con7= rough leather cap 'Kindlemortal' (0 def, 15 armour) =con7=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +15 Fatigue: +1% Changes stats: +7 Con Changes resistances: +9% light Knockback immunity: +10% A cap made of leather. |
Eel-skin armour (16 def, 0 armour) =dex2= Eel-skin armour (16 def, 0 armour) =dex2=Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Defense: +16 (+7 eff.) Fatigue: +2% Changes stats: +3 Cun / +2 Dex Changes resistances: +15% lightning Poison immunity: +50% Pinning immunity: +50% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 25 power out of 50/50) : Effective talent level: 2.0 Power cost: 25 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 59.35 to 178.05 lightning damage (118.70 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Nature's Blessing (8 def, 6 armour) =con4= Nature's Blessing (8 def, 6 armour) =con4=Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +8 (+4 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +8% Changes stats: +3 Wil / +4 Con Changes resistances: +20% nature / +25% arcane Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +18 (+8 eff.) Stun/Freeze immunity: +25% Life regen: +1.00 Healing mod.: +20% Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
4 onyx 4 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. |
4 aquamarine 4 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 opal 9 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. |
5 topaz 5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) =dig= Tooth of the Mouth (dig speed 12 turns) =dig=Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
emerald 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. |
Lisewyn LisewynInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Accuracy: +20 (+6 eff.) Physical crit. chance: +5.0% Armour: +6 Critical mult.: +15.00% Physical save: +8 (+3 eff.) Maximum stamina: +30.00 Light radius: +4 Healing mod.: +15% A normal brass lantern, enhanced by alchemy to make it brighter. |
Summertide Phial =lite= Summertide Phial =lite=Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(129 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
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. |
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. |
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. |
It Which Writhes It Which WrithesPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con Fully Charged! Activating this item is instant. It can be used to reduce the duration of all detrimental effects Activation costs 10 power out of 10/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Magmabreaker the yew totem of summon tentacle [power 240] (25 cooldown) =con5= Magmabreaker the yew totem of summon tentacle [power 240] (25 cooldown) =con5=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes stats: +2 Str / +5 Con Changes resistances: +12% fire Changes resistances penetration: +10% fire Light radius: +3 Infravision radius: +3 It can be used to summon a resilient tentacle up to 5 spaces away for 9 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 635 Base Damage: 277 Armor: 12 All Resist: 8 Activation puts all charms on cooldown for 25 turns. When used: * Gain a 24% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
4 amethyst 4 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. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
By Tiamat the Krog Wyrmic level 22
10th Haze 122nd year of Ascendancy at 17:08 see stats
By Tiamat the Krog Wyrmic level 14
7th Dusk 122nd year of Ascendancy at 03:26 see stats
By Tiamat the Krog Wyrmic level 22
22nd Haze 122nd year of Ascendancy at 12:34 see stats
By Tiamat the Krog Wyrmic level 18
51st Dusk 122nd year of Ascendancy at 22:53 see stats
By Tiamat the Krog Wyrmic level 10
8th Mirth 122nd year of Ascendancy at 23:56 see stats
By Tiamat the Krog Wyrmic level 20
1st Haze 122nd year of Ascendancy at 16:06 see stats
By Tiamat the Krog Wyrmic level 19
78th Dusk 122nd year of Ascendancy at 21:49 see stats
By Tiamat the Krog Wyrmic level 6
3rd Mirth 122nd year of Ascendancy at 16:57 see stats
By Tiamat the Krog Wyrmic level 18
65th Dusk 122nd year of Ascendancy at 17:35 see stats
By Tiamat the Krog Wyrmic level 18
65th Dusk 122nd year of Ascendancy at 00:31 see stats
By Tiamat the Krog Wyrmic level 22
5th Haze 122nd year of Ascendancy at 10:32 see stats
By Tiamat the Krog Wyrmic level 15
15th Dusk 122nd year of Ascendancy at 11:56 see stats
Log
Something shoves Layetha the Green Ooze's mucus ooze aside.
Emelethra the sandworm's Beyond the Flesh hits Tiamat for 107 physical, 21 physical (128 total damage).
Melee retaliation hits Emelethra the sandworm for 4 blight, 15 cold, 2 arcane (22 total damage).
Tiamat's Inner Demon uses Ice Wall.
Tiamat's Inner Demon is not stunned anymore.
Tiamat's Inner Demon stops being poisoned.
Tiamat's Inner Demon is not crippled anymore.
Tiamat's Inner Demon is free from the grapple.
Tiamat's Inner Demon speeds up.
Tiamat's Inner Demon is freed from the demons.
Tiamat's Inner Demon manifests!
Talent Mana Clash is ready to use.
Talent Assault is ready to use.
Talent Ice Claw is ready to use.
Grappled from Ce'Nylevea the gigantic corrosive tunneler hits Tiamat for 15 physical damage.
Poison from Layetha the green ooze hits Tiamat for (32 antimagic), 0 nature (0 total damage).
Tiamat's Inner Demon uses Ice Wall.
Ce'Nylevea the gigantic corrosive tunneler uses Clinch.
Ce'Nylevea the gigantic corrosive tunneler's is vulnerable to attacks and effects!
Ce'Nylevea the gigantic corrosive tunneler hits Tiamat for 26 physical, (1 antimagic), 0 darkness (26 total damage).
Grappling hits Tiamat for 0 physical damage.
Melee retaliation hits Ce'Nylevea the gigantic corrosive tunneler for (4 flat reduction), 0 blight, (12 flat reduction), 5 cold, (2 flat reduction), 0 arcane (5 total damage).
Emelethra the sandworm uses Quick as Thought.
Emelethra the sandworm speeds up.
Emelethra the sandworm uses Telekinetic Smash.
Emelethra the sandworm performs a melee critical strike against Tiamat!
Emelethra the sandworm's is vulnerable to attacks and effects!
Emelethra the sandworm hits Tiamat for 194 physical damage.
Melee retaliation hits Emelethra the sandworm for 4 blight, 15 cold, 2 arcane, 4 blight, 15 cold, 2 arcane (43 total damage).
Tiamat the level 24 krog wyrmic was hacked apart to death by Emelethra the sandworm on level 2 of Sandworm lair.