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 | Thalore |
Class | Wyrmic |
Level / Exp | 20 / 86% |
Size | medium |
Lifes / Deaths | Killed by Ivisenne the giant carpenter ant at level 13 on the 2nd Dusk 122nd year of Ascendancy at 00:07 0 / 6Killed by Mayema the degenerated skeleton warrior at level 13 on the 2nd Dusk 122nd year of Ascendancy at 00:37 Killed by dread at level 13 on the 2nd Dusk 122nd year of Ascendancy at 01:59 Killed by Ivisenne the giant carpenter ant at level 13 on the 2nd Dusk 122nd year of Ascendancy at 06:05 Killed by gigantic corrosive tunneler at level 20 on the 44th Dusk 122nd year of Ascendancy at 00:20 Killed by Elfbreath at level 20 on the 44th Dusk 122nd year of Ascendancy at 03:25 |
Antimagic | Follower |
Primary Stats
Strength | 41 (base 28) |
Dexterity | 20 (base 10) |
Constitution | 47 (base 31) |
Magic | 8 (base 10) |
Willpower | 46 (base 34) |
Cunning | 20 (base 13) |
Resources
Life | -192/773 |
Stamina | 247/247 |
Equilibrium | 27 |
Healing Factor | 1.6223364354648 |
Regeneration | 12.765524537407 |
Speed
Mental | +5.96386969525% |
Attack | +5.96386969525% |
Movement | +11.09386761032% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 3 |
Offense: Mainhand
Damage | 57 |
Accuracy | 32 |
Crit Chance | 16% |
APR | 2 |
Speed | 0.94 |
Offense: Spell
Spellpower | 4 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 43 |
Crit Chance | 6% |
Speed | 0.94371789448232 |
Offense: Damage Bonus
Mind | +12% |
Acid | +12% |
Light | +6% |
Nature | +14% |
Cold | +21% |
Physical | +12% |
Fire | +4% |
All | 0% |
Offense: Damage Penetration
Light | +5% |
Darkness | +5% |
Fire | +15% |
Nature | +5% |
Defense: Base
Armour (hardiness) | 28.08934837382 (81.151787968034%) |
Defense | 30 |
Ranged Defense | 30 |
Fatigue | 5 |
Physical Save | 34 |
Spell Save | 22 |
Mental Save | 24 |
Defense: Resistances
Acid | + 21%( 70%) |
Blight | + 21%( 70%) |
Physical | + 12%( 70%) |
Cold | + 39%( 70%) |
All | + 11%( 70%) |
Lightning | + 17%( 70%) |
Light | + 16%( 70%) |
Temporal | + 16%( 70%) |
Mind | + 16%( 70%) |
Darkness | + 27%( 70%) |
Fire | + 19%( 70%) |
Nature | + 37%( 70%) |
Defense: Immunities
Stun Resistance | 10% |
Bleed Resistance | 50% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Poison Resistance | 0% |
Blind Resistance | 20% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 250 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
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 56 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
Technique / Two-handed assault | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Wild-gift / Venom drake aspect | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Wild-gift / Fire drake aspect | 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 / Sand drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Generic Talents
Wild-gift / Call of the wild | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fungus | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 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 Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved Willpower by +5. | done |
You failed to protect the repented thief from death by dire wolf. Escort: repented thief (level 3 of Norgos Lair) | failed |
You failed to protect the repented thief from death by Iseyatira the forest troll. Escort: repented thief (level 3 of Trollmire) | failed |
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 |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Dreaming One. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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 |
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 within4 lumberjacks have died. | done |
Equipment
On feet | Earosandur the Lustrebreaker (0 def, 1 armour) Earosandur the Lustrebreaker (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +1 Dex / +3 Wil / +3 Cun Changes resistances: +6% light Changes resistances penetration: +5% light Changes damage: +3% light Reduces incoming crit damage: 15.00% Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +5 (+2 eff.) Mindpower: +15 (+5 eff.) A pair of boots made of leather. |
Light source | brass lantern 'Aeruvea' brass lantern 'Aeruvea'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes resistances: +6% cold / +3% fire Changes damage: +6% acid / +12% mind Only die when reaching: -20.00 life Maximum life: +41.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | iron helm 'Radhyrehek' (0 def, 3 armour) iron helm 'Radhyrehek' (0 def, 3 armour)Requires: - Heavy armour training Infused by arcane disrupting forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 20% chance to reduce armor by 9% Changes stats: +1 Con Changes resistances: +6% nature / +6% blight Changes damage: +6% acid Reduces incoming crit damage: 15.00% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +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. |
On fingers | copper ring 'Bokorohir' copper ring 'Bokorohir'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +4 Str / +1 Dex / +5 Con Changes resistances: +3% acid Reduces incoming crit damage: 15.00% Physical save: +6 (+3 eff.) Rings make your fingers look great! |
Around waist | rough leather belt 'Lightninglord' rough leather belt 'Lightninglord'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +6% temporal / +1% physical Blindness immunity: +10% Infravision radius: +3 A belt that goes around your waist. |
In main hand | steel greatsword 'Layywyn' (126% power, 2 apr) steel greatsword 'Layywyn' (126% power, 2 apr)Requires: - Strength 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 127% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +10 (+5 eff.) Physical crit. chance: +9.0% Physical power: +15 (+5 eff.) Changes stats: +5 Str / +2 Con Changes damage: +9% physical Physical save: +3 (+1 eff.) Massive two-handed swords. |
On hands | Emoyamira the Jetpride (10 def, 1 armour) Emoyamira the Jetpride (10 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Defense: +10 (+5 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 22% Damage (Melee): 6 fire Changes stats: +2 Con Changes resistances: +6% mind / +6% fire Changes damage: +3% physical / +4% fire Critical mult.: +5.00% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | Thalore-Wood Cuirass (10 def, 12 armour) Thalore-Wood Cuirass (10 def, 12 armour)Requires: - Massive armour training - Strength 26 Infused by nature Crafted by a master 12.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +12 Defense: +10 (+5 eff.) Changes stats: +3 Dex / +3 Wil / +3 Con Changes resistances: +18% cold / +18% darkness / +18% nature Talent cooldown: Gift of the Woods (-5 turns) Healing mod.: +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
Cloak | Gyth the Tidebolt (1 def, 0 armour) Gyth the Tidebolt (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Str / +2 Dex / +4 Cun / +2 Con Changes damage: +3% light / +21% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Ichorflash the copper amulet Ichorflash the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 2 fire Changes resistances penetration: +15% fire / +5% darkness / +5% nature Changes damage: +6% nature Cut immunity: +50% Healing mod.: +11% 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 287 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Inventory
healing infusion of the titan (heal 155; cd 15) healing infusion of the titan (heal 155; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 155 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level. heroism infusion of the wizard (die at -247; dur 6; cd 25)heroism infusion of the wizard (die at -247; dur 6; cd 25) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -247 life. The duration and life will increase by 1% for every 1% life you have lost (currently 554 life, 13 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Ravenrace the copper amulet Ravenrace the copper amuletInfused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 2 darkness Changes resistances: +11% blight / +14% nature / +3% darkness Changes resistances penetration: +10% nature Poison immunity: +21% Disease immunity: +22% Amulets make your neck look great! |
copper amulet 'Bokonik' copper amulet 'Bokonik'Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes stats: +2 Str Changes resistances: +11% nature / +11% blight Poison immunity: +21% Disease immunity: +21% Disarm immunity: +20% Amulets make your neck look great! |
Darktrencher the copper ring Darktrencher the copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 6 darkness Changes stats: +3 Str Changes resistances: +3% fire / +11% mind / +5% arcane Changes resistances penetration: +15% darkness Changes damage: +11% mind Rings make your fingers look great! |
Rainkiller RainkillerPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +2 Con Changes resistances: +10% blight / +6% cold / +3% darkness Changes damage: +10% blight Spell save: +11 (+6 eff.) Disarm immunity: +20% Maximum stamina: +15.00 Spellpower: +6 (+3 eff.) Mindpower: +7 (+3 eff.) Rings make your fingers look great! |
Treebane the steel ring Treebane the steel ringPowered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+3 eff.) Effects on melee hit: * 20% chance to reduce armor by 9% Damage when hit (Melee): 2 nature Changes resistances: +11% arcane / +24% light Changes resistances penetration: +10% acid Changes damage: +12% light / +3% nature / +11% arcane Spellpower: +5 (+2 eff.) Mindpower: +6 (+2 eff.) Rings make your fingers look great! |
marksman's copper ring of light (+20%) marksman's copper ring of light (+20%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Changes stats: +3 Dex Changes resistances: +20% light Changes damage: +10% light Rings make your fingers look great! |
rogue's steel ring of blight (+14%) rogue's steel ring of blight (+14%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Changes resistances: +14% blight Changes damage: +14% blight Rings make your fingers look great! |
chilling steel battleaxe of paradox (122% power, 2 apr) chilling steel battleaxe of paradox (122% power, 2 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 122% 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: +5.0% Attack speed: 100% Damage (Melee): +7 cold / +10 temporal When wielded/worn: Changes resistances: +7% temporal Massive two-handed battleaxes. |
arcing iron greatmaul (118% power, 1 apr) arcing iron greatmaul (118% power, 1 apr)Requires: - Strength 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Power: 118% Range: 1.5x 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% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. dwarven-steel greatmaul of phasing (154% power, 14 apr)dwarven-steel greatmaul of phasing (154% power, 14 apr) Requires: - Strength 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 154% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +14 Crit. chance: +1.5% Attack speed: 100% Damage Shield penetration (this weapon only): +17% Massive two-handed mauls. |
iron greatmaul 'Belithra' (119% power, 1 apr) iron greatmaul 'Belithra' (119% power, 1 apr)Requires: - Strength 11 Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Power: 120% Range: 1.5x 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% On weapon hit: * 14% chance to reduce all saves and defense by 27 Damage (Melee): +9 mind When wielded/worn: Accuracy: +5 (+3 eff.) Changes stats: +1 Dex / +3 Wil / +6 Cun Physical save: +3 (+1 eff.) Massive two-handed mauls. |
Zyrak (114% power, 1 apr) Zyrak (114% power, 1 apr)Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 114% 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: * 16% chance to reduce all saves and defense by 27 Damage (Melee): +9 mind When wielded/worn: Changes stats: +2 Cun / +2 Wil Spell save: +9 (+5 eff.) Confusion immunity: +10% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. hateful dwarven-steel greatsword of massacre (156% power, 2 apr)hateful dwarven-steel greatsword of massacre (156% power, 2 apr) Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 157% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +7 darkness Damage against: +10% Living Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. vined mindstar 'Airgore' (88% power, 18 apr, mind damage)vined mindstar 'Airgore' (88% power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 89% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to reduce armor by 9% Damage (Melee): +16 lightning When wielded/worn: Changes resistances: +6% cold Changes damage: +6% lightning Talent granted: +1 Attune Mindstar Physical save: +4 (+2 eff.) Spell save: +10 (+5 eff.) Mental save: +4 (+2 eff.) Equilibrium when hit: +0.90 Mindpower: +4 (+2 eff.) Mental crit. chance: +2% 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. |
This item will automatically be transmogrified when you leave the level. surging ash magestaff (111% power, 3 apr, lightning element)surging ash magestaff (111% power, 3 apr, lightning element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% lightning Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +3 Spellpower: +6 (+3 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
Glamina the linen cloak (1 def, 6 armour) Glamina the linen cloak (1 def, 6 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +10 (+4 eff.) Armour: +6 Defense: +1 (+0 eff.) Changes stats: +2 Mag / +2 Wil Changes damage: +6% acid / +3% physical Maximum stamina: +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. Olidezor the Glowstake (8 def, 4 armour)Olidezor the Glowstake (8 def, 4 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +1.0% Armour: +4 Defense: +8 (+4 eff.) Damage when hit (Melee): 8 light Changes resistances: +16% light / +15% fire Changes damage: +9% physical Stealth bonus: +8 Physical save: +3 (+1 eff.) Maximum hate: +6.00 Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. Runisabers the cashmere cloak (10 def, 0 armour)Runisabers the cashmere cloak (10 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+5 eff.) Changes damage: +6% acid Physical save: +10 (+5 eff.) Silence immunity: +20% Disarm immunity: +20% Life regen: +4.00 Healing mod.: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Lelevon' (11 def, 0 armour) linen cloak 'Lelevon' (11 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +11 (+5 eff.) Changes resistances: +6% acid Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +7 (+3 eff.) Confusion immunity: +10% Life regen: +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
scholar's pair of rough leather boots of tirelessness (0 def, 1 armour) scholar's pair of rough leather boots of tirelessness (0 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Stamina each turn: +0.30 Maximum stamina: +10.00 Spellpower: +4 (+2 eff.) A pair of boots made of leather. |
Barygokan (0 def, 2 armour) Barygokan (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +18 (+9 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 8 arcane Changes stats: +3 Dex / +6 Mag / +6 Wil / +2 Con Changes resistances: +6% arcane / +6% temporal Changes damage: +6% arcane Physical save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +29% Spellpower: +4 (+2 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. |
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. |
rough leather gloves 'Sepsissmasher' (0 def, 1 armour) rough leather gloves 'Sepsissmasher' (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 lightning Changes stats: +2 Con Changes resistances: +5% lightning / +3% nature Changes damage: +4% lightning Infravision radius: +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. Belera the Hailweeper (2 def, 0 armour)Belera the Hailweeper (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 4 cold Changes stats: +2 Str / +1 Dex / +6 Cun Changes resistances: +3% nature / +9% darkness Mental save: +7 (+3 eff.) See invisible: +9 A pointy cloth hat, very wizardly... |
Quasit's Skull (0 def, 12 armour) Quasit's Skull (0 def, 12 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+6 eff.) Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
grounding rough leather cap of constitution (+2) (0 def, 1 armour) grounding rough leather cap of constitution (+2) (0 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Con Changes resistances: +5% lightning / +5% temporal A cap made of leather. |
This item will automatically be transmogrified when you leave the level. hardened leather cap 'Cloudkill' (0 def, 3 armour)hardened leather cap 'Cloudkill' (0 def, 3 armour) Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +1 Wil Changes resistances: +8% blight / +7% nature / +12% lightning Changes resistances penetration: +10% lightning Changes damage: +3% mind Critical mult.: +15.00% A cap made of leather. |
This item will automatically be transmogrified when you leave the level. Brightbait (3 def, 12 armour)Brightbait (3 def, 12 armour) Requires: - Heavy armour training - Strength 28 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Physical power: +15 (+5 eff.) Armour: +12 Defense: +3 (+1 eff.) Fatigue: +12% Changes resistances: +3% lightning / +20% cold Changes resistances penetration: +10% fire Critical mult.: +10.00% Silence immunity: +10% Knockback immunity: +20% A suit of armour made of mail. |
impenetrable steel mail armour of acid resistance (2 def, 15 armour) impenetrable steel mail armour of acid resistance (2 def, 15 armour)Requires: - Heavy armour training - Strength 20 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +15 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +19% acid A suit of armour made of mail. |
Bregyhor the Fogoblivion (19/19, 111% power, 5 apr) Bregyhor the Fogoblivion (19/19, 111% power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Power: 111% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +1.0% Capacity: 19 On weapon hit: * 10% chance to reduce damage dealt by 22% * 25% chance for lightning to strike from the target to a second target dealing 15 damage Damage (Ranged): +4 fire Damage (radius 1) on hit: +4 darkness Damage (radius 2) on crit: +20 darkness / +8 fire Arrows are used with bows to pierce your foes to death. |
3 agate 3 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. |
388 alchemist agate 388 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. |
aquamarine 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. |
miner's iron pickaxe (dig speed 29 turns) miner's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 spinel 4 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 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Freezebolt FreezeboltInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes resistances: +9% temporal Physical save: +8 (+4 eff.) Mental save: +7 (+3 eff.) Light radius: +8 See stealth: +11 See invisible: +7 Healing mod.: +13% A normal brass lantern, enhanced by alchemy to make it brighter. |
Quenchgasher the brass lantern Quenchgasher the brass lanternInfused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 2 light Changes resistances: +3% all Changes resistances penetration: +20% cold Spell save: +5 (+3 eff.) 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. |
This item will automatically be transmogrified when you leave the level. alchemist's lampalchemist's lamp 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern 'Nightblood' brass lantern 'Nightblood'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Dex / +4 Wil Changes damage: +6% cold / +6% mind / +6% darkness Only die when reaching: -20.00 life Maximum stamina: +30.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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 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 (0/1) Rod of Recall (0/1)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 199/400. 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. |
Alythel the Boltraze [power 160] (15 cooldown) Alythel the Boltraze [power 160] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +3 Cun / +1 Mag Changes resistances: +9% lightning Changes resistances penetration: +5% lightning It can be used to blast the opponent's mind dealing 179 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Heal for 35. * Reduce fatigue by 25% for 2 turns. * Gain a 16% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
iron torque of gale force [power 100] (15 cooldown) iron torque of gale force [power 100] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 112 physical damage Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
12 ametrine 12 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. |
7 zircon 7 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 Elfbreath the Thalore Wyrmic level 20
31st Dusk 122nd year of Ascendancy at 10:48 see stats
By Elfbreath the Thalore Wyrmic level 11
1st Flare 122nd year of Ascendancy at 20:12 see stats
By Elfbreath the Thalore Wyrmic level 10
3rd Mirth 122nd year of Ascendancy at 03:53 see stats
By Elfbreath the Thalore Wyrmic level 20
23rd Dusk 122nd year of Ascendancy at 11:45 see stats
By Elfbreath the Thalore Wyrmic level 20
44th Dusk 122nd year of Ascendancy at 00:15 see stats
By Elfbreath the Thalore Wyrmic level 10
4th Mirth 122nd year of Ascendancy at 01:10 see stats
By Elfbreath the Thalore Wyrmic level 10
5th Mirth 122nd year of Ascendancy at 16:47 see stats
By Elfbreath the Thalore Wyrmic level 16
10th Dusk 122nd year of Ascendancy at 01:03 see stats
Log
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
Resting starts...
Rested for 1 turns (stop reason: suffocating).
Resting starts...
Rested for 1 turns (stop reason: suffocating).
Resting starts...
Rested for 1 turns (stop reason: suffocating).
You feel the ground shaking from the west.
Resting starts...
Rested for 1 turns (stop reason: suffocating).
Resting starts...
Rested for 1 turns (stop reason: suffocating).
Resting starts...
Elfbreath starts suffocating to death!
Rested for 1 turns (stop reason: detrimental status effect).
Elfbreath is suffocating.
Resting starts...
Rested for 1 turns (stop reason: suffocating).
Space around you starts to dissolve...
Elfbreath the level 20 thalore wyrmic suffocated to death on level 1 of Sandworm lair.
Space restabilizes around you.