Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
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 1.7.0Donators/Buyers bonus! Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.4Donators/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:
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 Adventure |
Sex | Male |
Race | Ghoul |
Class | Doombringer |
Level / Exp | 19 / 64% |
Size | medium |
Lifes / Deaths | Killed by skeleton mage at level 5 on the 78th Pyre 122nd year of Ascendancy at 21:52 0 / 6Killed by Forest Troll Hedge-Wizard at level 6 on the 8th Mirth 122nd year of Ascendancy at 21:45 Killed by Ematta the red crystal at level 15 on the 27th Dusk 122nd year of Ascendancy at 17:12 Killed by Lisonor the thief at level 19 on the 52nd Dusk 122nd year of Ascendancy at 08:28 Killed by Aderiamira the cutpurse at level 19 on the 52nd Dusk 122nd year of Ascendancy at 14:54 Killed by Gumira the large brown snake at level 19 on the 53rd Dusk 122nd year of Ascendancy at 20:59 |
Primary Stats
Strength | 48 (base 27) |
Dexterity | 15 (base 10) |
Constitution | 36 (base 16) |
Magic | 62 (base 47) |
Willpower | 15 (base 15) |
Cunning | 17 (base 11) |
Resources
Life | -89/772 |
Stamina | 176/206 |
Vim | 92/222 |
Healing Factor | 1.5679202340232 |
Regeneration | 18.293782985848 |
Speed
Mental | +2.2204460492503E-13% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +80% |
Vision
Sight | 10 |
Lite | 6 |
See Invisible | 9 |
Offense: Mainhand
Damage | 72 |
Accuracy | 33 |
Crit Chance | 16% |
APR | 16 |
Speed | 1.00 |
Offense: Spell
Spellpower | 54 |
Crit Chance | 3% |
Speed | 1 |
Offense: Mind
Mindpower | 21 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
Acid | +17% |
Lightning | +3% |
Physical | +11% |
Mind | +12% |
All | 0% |
Offense: Damage Penetration
Arcane | +25% |
Mind | +5% |
Temporal | +10% |
Defense: Base
Armour (hardiness) | 24 (30%) |
Defense | 31 |
Ranged Defense | 31 |
Fatigue | 0 |
Physical Save | 24 |
Spell Save | 32 |
Mental Save | 11 |
Defense: Resistances
Acid | + 14%( 70%) |
Physical | + 17%( 70%) |
Cold | + 22%( 70%) |
All | + 7%( 70%) |
Darkness | + 7%( 70%) |
Light | + 10%( 70%) |
Temporal | + 35%( 70%) |
Fire | + 13%( 70%) |
Mind | + 27%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Pinning Resistance | 94% |
Bleed Resistance | 100% |
Disarm Resistance | 93% |
Fear Resistance | 100% |
Stun Resistance | 50% |
Poison Resistance | 80% |
Knockback Resistance | 100% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 287 damage for 3 turns. Its effects scale with your Strength stat. |
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: 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. |
Class Talents
Corruption / Torture | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Heart of Fire | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Corruption / Fearfire | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Brutality | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Oppression | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Undead / Ghoul | 1.10 |
| 4/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Corruption / Demonic strength | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 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 injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved Magic 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 |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' | 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 within4 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Islorin the pair of rough leather boots (15 def, 1 armour) Islorin the pair of rough leather boots (15 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +4.0% Physical power: +3 (+1 eff.) Armour: +1 Defense: +15 (+7 eff.) Changes resistances: +6% mind Reduces incoming crit damage: 5.00% Spell save: +3 (+1 eff.) Life regen: +2.00 Only die when reaching: -20.00 life A pair of boots made of leather. |
Light source | Planar Beacon Planar BeaconPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 1/25) : Effective talent level: 2.6 Power cost: 25 out of 1/25. Range: 6 Travel Speed: 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 128.06 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 128.06 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. |
On head | Belonor (0 def, 5 armour) Belonor (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Armour: +5 Fatigue: +5% Changes resistances: +6% fire / +3% light / +7% cold Life regen: +2.00 Maximum life: +40.00 Healing mod.: +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | iron pickaxe 'Gekira' (dig speed 19 turns) iron pickaxe 'Gekira' (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +1 Str Reduces incoming crit damage: 5.00% Spell save: +3 (+1 eff.) Disarm immunity: +10% Only die when reaching: -20.00 life Maximum life: +23.00 Maximum stamina: +16.00 Healing mod.: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | steel ring 'Hathilenarinik' steel ring 'Hathilenarinik'Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Mag Changes resistances: +12% mind Changes resistances penetration: +10% temporal Changes damage: +12% mind / +9% acid Spell save: +6 (+3 eff.) Spellpower: +6 (+2 eff.) Mindpower: +5 (+2 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Rings make your fingers look great! |
On fingers | steel ring 'Gilyfast' steel ring 'Gilyfast'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Str / +1 Con Changes resistances: +11% physical Changes resistances penetration: +5% mind Changes damage: +11% physical Disarm immunity: +48% Pinning immunity: +43% Knockback immunity: +43% Maximum life: +40.00 Light radius: +3 Rings make your fingers look great! |
Around 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. |
In main hand | Lightningbait (146% power, 2 apr) Lightningbait (146% power, 2 apr)Requires: - Strength 16 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 147% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% Damage (Melee): +10 nature / +8 temporal Damage (radius 2) on crit: +12 temporal When wielded/worn: Accuracy: +9 (+4 eff.) Defense: +9 (+4 eff.) Changes resistances: +3% temporal Changes damage: +3% lightning Disarm immunity: +35% Massive two-handed mauls. |
On hands | Duvyhek (0 def, 2 armour) Duvyhek (0 def, 2 armour)Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +10 (+4 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 7 acid Damage when hit (Melee): 4 mind Changes stats: +4 Dex Changes resistances: +7% acid / +3% mind Changes resistances penetration: +10% arcane Changes damage: +5% acid Life regen: +4.00 Stamina each turn: +0.80 Maximum stamina: +24.00 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. |
Main armor | The Untouchable (14 def, 12 armour) The Untouchable (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+7 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Cloak | linen cloak 'Emelitta' (1 def, 0 armour) linen cloak 'Emelitta' (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Mag / +2 Wil Changes resistances penetration: +15% arcane Spell save: +6 (+3 eff.) Maximum mana: +42.00 Maximum vim: +10.00 Spellpower: +10 (+3 eff.) See invisible: +9 Damage Shield penetration: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Betusenne the Glacierquench Betusenne the GlacierquenchInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 36% Changes resistances: +9% cold / +27% temporal Changes damage: +3% acid Cut immunity: +40% Pinning immunity: +51% Knockback immunity: +47% Healing mod.: +12% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 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 181 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Inventory
Prismatic Rune (6 turns; lightning, physical, acid, cold, nature, mind) Prismatic Rune (6 turns; lightning, physical, acid, cold, nature, mind)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 lightning, 3 physical, 5 acid, 5 cold, 5 nature, 4 mind 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. |
copper amulet 'Emymina' copper amulet 'Emymina'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex Changes resistances: +9% lightning / +3% temporal / +6% mind Mindpower: +20 (+10 eff.) Amulets make your neck look great! |
Nutohad NutohadInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +3% temporal / +2% physical Physical save: +9 (+5 eff.) Rings make your fingers look great! |
titan's copper ring of lightning (+22%) titan's copper ring of lightning (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +22% lightning Changes damage: +11% lightning Physical save: +6 (+3 eff.) Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. Bloomviper the dwarven-steel battleaxe (135% power, 2 apr)Bloomviper the dwarven-steel battleaxe (135% power, 2 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 135% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 20% chance to slow global speed by 40% Damage (Melee): +16 nature When wielded/worn: Changes resistances: +2% physical / +3% darkness / +6% temporal Mental save: +15 (+12 eff.) Life regen: +2.00 Massive two-handed battleaxes. |
Narim the Willowrend (111% power, 1 apr) Narim the Willowrend (111% power, 1 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 111% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 10% chance to slow global speed by 40% When wielded/worn: Accuracy: +9 (+4 eff.) Defense: +9 (+4 eff.) Damage when hit (Melee): 4 nature Changes resistances: +1% physical Disarm immunity: +29% Life regen: +2.00 Massive two-handed swords. |
iron greatsword (110% power, 1 apr) iron greatsword (110% power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 110% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
rough leather belt 'Woewish' rough leather belt 'Woewish'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+4 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 13% Changes resistances: +6% darkness Changes damage: +3% lightning Stealth bonus: +6 A belt that goes around your waist. |
Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
grounding pair of rough leather boots (0 def, 1 armour) grounding pair of rough leather boots (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +6% lightning / +5% temporal A pair of boots made of leather. |
Velywyn the Bogradiance (0 def, 2 armour) Velywyn the Bogradiance (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+3 eff.) Armour: +2 Fatigue: +3% Changes stats: +3 Mag Changes resistances: +3% nature / +6% temporal Changes damage: +4% arcane Physical save: +5 (+3 eff.) Mental save: +6 (+6 eff.) Disarm immunity: +28% Mana each turn: +0.15 Spellpower: +7 (+2 eff.) Spell crit. chance: +3% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% 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. |
radiant iron gauntlets of magic (+2) (0 def, 1 armour) radiant iron gauntlets of magic (+2) (0 def, 1 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage (Melee): 6 light Changes stats: +2 Mag Changes resistances: +6% light Changes damage: +4% light / +3% arcane 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. |
iron helm 'Ebonygasher' (0 def, 3 armour) iron helm 'Ebonygasher' (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Str Changes resistances: +3% darkness Changes damage: +6% darkness Maximum vim: +10.00 Spell crit. chance: +3% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Shadebolt' (0 def, 1 armour) rough leather cap 'Shadebolt' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str Changes resistances penetration: +10% darkness Teleport immunity: +10% Life regen: +4.00 Healing mod.: +5% A cap made of leather. |
Yarubar the Undeathquench (7 def, 10 armour) Yarubar the Undeathquench (7 def, 10 armour)Requires: - Heavy armour training - Strength 14 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +10 Defense: +7 (+3 eff.) Fatigue: +12% Changes stats: +4 Cun / +4 Wil Changes resistances: +5% arcane / +3% mind Mental save: +12 (+10 eff.) Life regen: +2.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A suit of armour made of mail. |
dwarven-steel mail armour 'Eluta' (3 def, 12 armour) dwarven-steel mail armour 'Eluta' (3 def, 12 armour)Requires: - Heavy armour training - Strength 28 Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Fatigue: +8% Changes stats: +3 Mag / +4 Con Changes resistances: +36% fire Physical save: +7 (+4 eff.) Light radius: +1 A suit of armour made of mail. |
4 agate 4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
238 alchemist agate 238 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+4 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (dig speed 30 turns) miner's iron pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
7 spinel 7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern of focus brass lantern of focusInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes damage: +5% mind 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. |
bright brass lantern of clarity bright brass lantern of clarityCrafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +5 (+5 eff.) Light radius: +5 See stealth: +6 See invisible: +5 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. |
Rod of Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns 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. |
Uleyarek the iron torque of gale force [power 105] (15 cooldown) Uleyarek the iron torque of gale force [power 105] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Armour penetration: +1 Changes damage: +9% physical Critical mult.: +5.00% Only die when reaching: -40.00 life It can be used to project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 117 physical damage Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
8 ametrine 8 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine 6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon 6 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By FireG the Ghoul Doombringer level 10
9th Flare 122nd year of Ascendancy at 05:54 see stats
By FireG the Ghoul Doombringer level 10
9th Flare 122nd year of Ascendancy at 05:52 see stats
By FireG the Ghoul Doombringer level 19
52nd Dusk 122nd year of Ascendancy at 19:56 see stats
By FireG the Ghoul Doombringer level 9
1st Summertide 122nd year of Ascendancy at 18:35 see stats
By FireG the Ghoul Doombringer level 5
5th Mirth 122nd year of Ascendancy at 04:12 see stats
By FireG the Ghoul Doombringer level 15
27th Dusk 122nd year of Ascendancy at 07:02 see stats
Log
FireG receives 3 healing from Devouring flames from FireG.
Gumira the large brown snake's Beyond the Flesh hits FireG for (14 abyssal shield), (91 absorbed), 0 physical, (4 abyssal shield), (4 absorbed), 0 darkness, (10 abyssal shield), (10 absorbed), 0 physical, (6 abyssal shield), (6 absorbed), 0 fire (0 total damage).
Gumira the large brown snake uses Thermal Strike.
FireG is encased in ice!
Gumira the large brown snake hits FireG for (14 abyssal shield), (97 absorbed), 0 cold, (2 abyssal shield), (2 absorbed), 0 cold, (10 abyssal shield), (10 absorbed), 0 physical, (6 abyssal shield), (6 absorbed), 0 fire, (13 abyssal shield), (82 absorbed), 0 cold, (10 abyssal shield), (10 absorbed), 0 physical, (6 abyssal shield), (6 absorbed), 0 fire, (13 abyssal shield), (99 absorbed), 0 cold (0 total damage).
Melee retaliation hits Gumira the large brown snake for 7 blight, 7 fire, 1 mind, 7 blight, 7 fire, 1 mind (30 total damage).
The spell fizzles!
Gumira the large brown snake uses Kinetic Strike.
Your shield crumbles under the damage!
The shield around FireG crumbles.
Gumira the large brown snake performs a melee critical strike against FireG!
FireG resists the pin!
Your shield crumbles under the damage!
The shield around FireG crumbles.
FireG forces the iceblock to shatter.
Gumira the large brown snake hits FireG for (13 abyssal shield), (142 absorbed), (16 to ice), (24 absorbed), 0 physical, (2 abyssal shield), (1 to ice), (1 absorbed), 0 cold, (10 abyssal shield), (4 to ice), (6 absorbed), 0 physical, (6 abyssal shield), (2 to ice), (4 absorbed), 0 fire, (13 abyssal shield), (65 to ice), (97 absorbed), 0 physical, (10 abyssal shield), (4 to ice), (6 absorbed), 0 physical, (6 abyssal shield), (2 to ice), (4 absorbed), 0 fire, (13 abyssal shield), (41 to ice), (52 absorbed), 9 physical (9 total damage).
FireG's demonfire area effect hits Iceblock for 18 fire, 18 fire (35 total damage).
Melee retaliation hits Iceblock for 8 blight, 8 fire, 2 mind, 8 blight, 8 fire, 2 mind (34 total damage).
FireG is free from the ice.
Talent Ghoulish Leap is ready to use.
Talent Fearscape Shift is ready to use.
Talent Draining Assault is ready to use.
Gumira the large brown snake slows down.
Gumira the large brown snake's Beyond the Flesh hits FireG for (13 abyssal shield), 24 physical, (4 abyssal shield), 4 darkness, (10 abyssal shield), 10 physical, (6 abyssal shield), 6 fire (44 total damage).
Melee retaliation hits Gumira the large brown snake for 7 blight, 7 fire, 1 mind (15 total damage).
Gumira the large brown snake performs a melee critical strike against FireG!
Gumira the large brown snake hits FireG for (12 abyssal shield), 49 physical, (2 abyssal shield), 2 cold, (10 abyssal shield), 10 physical, (6 abyssal shield), 6 fire, (12 abyssal shield), 57 physical (124 total damage).
Melee retaliation hits Gumira the large brown snake for 7 blight, 7 fire, 1 mind, 7 blight, 7 fire, 1 mind (30 total damage).
FireG the level 19 ghoul doombringer was chopped into tiny pieces to death by Gumira the large brown snake on level 1 of Ruined Dungeon.