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:
Summoner rework 1.7.4Summoner rework! CHANGE LOG 1.1.8 1.1.7 1.1.6 1.1.5 1.1.4 1.1.3 1.1.0 -Innervate: Reset cooldown of summons' talent. -Blessing of Nature: Buff to surrounding summons. -Wasp Swarm: debilitating enemies & halving poison resistance -Force of Nature: Automatically refill dead summons. -Now detonation's cooldown scales with the talent level. -Fixed Dragon to crit properly on detonation 1.0.9 1.0.8 1.0.7 - Arrow rain now summons ivy right next to the enemies (ignore range) 1.0.6 - You can now move Dragons with Attack Order 1.0.5 - Minor bug fix 1.0.4 - Summoner and SummonerR merged. 1.0.3 - Changed few particles (for performance) Items Vault 1.7.0Donators/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:
Player AIoo 1.7.4This is a fork of PlayerGAI by Glavius itself a fork of PlayerAI by Charidan. Once you click ALT-F1 (you can change this key with Keybinding) 1.Auto explore You can weight the talent used by the AI by right clicking on your character and clicking on "Define Player-Aioo" at the bottom of the dialog box. It will Stop when your character is low on life, when you are on an Exit, when a dialog box open, or you are blinded. !Warning: Use it at your own risk. This can put your character in a sure death situation! Goal: Known Bug: 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 | Male |
Race | Krog |
Class | Cursed |
Level / Exp | 27 / 23% |
Size | big |
Lifes / Deaths | Killed by Xanomima the elven mage at level 27 on the 60th Dusk 122nd year of Ascendancy at 03:39 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 62.644566612664 (base 45) |
Dexterity | 18.289133225328 (base 10) |
Constitution | 19 (base 13) |
Magic | 13.644566612664 (base 10) |
Willpower | 57 (base 48) |
Cunning | 31 (base 27) |
Resources
Life | -114/1122 |
Hate | 100/100 |
Equilibrium | 51 |
Healing Factor | 1.0791723257555 |
Regeneration | 4.5864823844611 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +103% |
Vision
Sight | 10 |
Lite | 4 |
Offense: Mainhand
Damage | 61 |
Accuracy | 55 |
Crit Chance | 9% |
APR | 46 |
Speed | 1.00 |
Offense: Offhand
Damage | 71 |
Accuracy | 55 |
Crit Chance | 9% |
APR | 46 |
Speed | 1.00 |
Offense: Spell
Spellpower | 13 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 63 |
Crit Chance | 15% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +9% |
Fire | +32% |
Cold | +54% |
Physical | 0% |
Mind | +9% |
All | 0% |
Offense: Damage Penetration
Cold | +36% |
Darkness | +5% |
Fire | +14% |
Nature | +5% |
Defense: Base
Armour (hardiness) | 77.104573345417 (84.647538266536%) |
Defense | 41 |
Ranged Defense | 41 |
Fatigue | 26 |
Physical Save | 23 |
Spell Save | 21 |
Mental Save | 32 |
Defense: Resistances
Acid | + 32%( 70%) |
Blight | + 34%( 70%) |
Arcane | + 8%( 70%) |
Cold | + 70%( 70%) |
All | + 3%( 70%) |
Physical | + 11%( 70%) |
Lightning | + 27%( 70%) |
Light | + 18%( 70%) |
Temporal | + 18%( 70%) |
Mind | + 9%( 70%) |
Darkness | + 12%( 70%) |
Fire | + 70%( 70%) |
Nature | + 32%( 70%) |
Defense: Immunities
Stun Resistance | 97% |
Disarm Resistance | 0% |
Bleed Resistance | 20% |
Confusion Resistance | 28% |
Fear Resistance | 40% |
Knockback Resistance | 40% |
Instadeath Resistance | 100% |
Blind Resistance | 10% |
Inscriptions (4/4)
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 176 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 15% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 474% 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 Constitution stat. |
Infusions | Effective talent level: 2.5 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 284 life over 5 turns. Its effects scale with your Cunning stat. |
Class Talents
Cursed / Gloom | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Cursed / Predator | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Rampage | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Antimagic | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 3.6)Penalty : Fractured Sanity: -8% Mind Resistance, -11% Confusion Immunity Power 1+: Unleashed: +10% critical damage, +13% off-hand weapon damage Power 2+: -3 Luck, +6 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 56% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 15.0% of your life, the remaining cooldown of all your talents is reduced by 1. |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 5.6)Penalty : Fear of Death: -9% resistance against damage from the undead. Power 1+: Power over Death: +13% damage against the undead. Power 2+: -3 Luck, +5 Strength, +5 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 18 turns, retch (level 3) when you fall below 47% health Power 4+: Reprieve from Death: Humanoids you slay have a 42% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 1.6)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+27% chance to avoid traps). Power 2+: -1 Luck, +3 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+8% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 37% if the increase would be enough to kill your opponent. |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Willpower by +5. | done |
You failed to protect the injured seer from death by Salowe the midge swarm. Escort: injured seer (level 3 of Scintillating Caves) | failed |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Vitality (+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 Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * 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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 57. | 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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed snow giant kidney. | 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 within2 lumberjacks have died. | done |
Equipment
On feet | Frost Treads (Madness) (1 def, 4 armour) Frost Treads (Madness) (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. Curse of Madness A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Quiver | Xegawyn (23/23, 22-26 power, 7 apr) Xegawyn (23/23, 22-26 power, 7 apr)Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 22.0 - 26.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 Crit. chance: +12.0% Capacity: 23 On weapon crit: * Wound the target dealing 260 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% When wielded/worn: Ammo reloads per turn: +4 Shots are used with slings to pummel your foes to death. |
Light source | brass lantern 'Zerelach' brass lantern 'Zerelach'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +20 (+7 eff.) Changes resistances: +6% light / +12% temporal Blindness immunity: +10% Cut immunity: +20% Life regen: +2.00 Maximum life: +103.00 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 | Dagirin the Freezeriver (Corpses) (0 def, 3 armour) Dagirin the Freezeriver (Corpses) (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 4 cold Changes resistances: +15% mind / +7% cold Changes resistances penetration: +25% cold Changes damage: +9% cold Allows you to breathe in: water Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Brenylar the dwarven-steel gauntlets (Shrouds) (30 def, 6 armour) Brenylar the dwarven-steel gauntlets (Shrouds) (30 def, 6 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +30 (+7 eff.) Armour: +6 Defense: +30 (+10 eff.) Fatigue: +3% Critical mult.: +10.00% Mental save: +7 (+4 eff.) Maximum life: +57.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | powerful stralite torque of psionic shield [power 99] (15/25 cooldown) powerful stralite torque of psionic shield [power 99] (15/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to setup a psionic shield, reducing all damage taken by 99 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage by 13% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | Blizzardburst the copper ring (Shrouds) Blizzardburst the copper ring (Shrouds)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 29% Changes resistances: +3% cold / +24% fire Changes damage: +21% cold / +9% mind / +12% fire Curse of Shrouds Rings make your fingers look great! |
On fingers | Porudhevea (Madness) Porudhevea (Madness)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 8 mind Changes resistances: +6% acid / +12% blight / +32% fire / +5% arcane / +6% cold Changes damage: +16% fire Only die when reaching: -60.00 life Maximum life: +80.00 Maximum psi: +30.00 Curse of Madness Rings make your fingers look great! |
Around neck | Murkmistress the copper amulet Murkmistress the copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Effects on melee hit: * 10% chance to slow global speed by 64% * 20 arcane resource burn Changes resistances: +3% cold / +9% darkness / +3% temporal Changes resistances penetration: +5% nature Life regen: +2.00 Amulets make your neck look great! |
In main hand | wyrm's living mindstar of frost (Shrouds) (16-17 power, 40 apr, mind damage) wyrm's living mindstar of frost (Shrouds) (16-17 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.0 - 17.6 Uses stats: 50% Wil, 29% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +20 Damage (Melee): 6 lightning / 5 physical / 8 fire / 19 cold / 7 acid Changes resistances: +4% lightning / +6% physical / +4% fire / +4% acid / +19% cold Changes resistances penetration: +11% cold Changes damage: +9% cold Talent granted: +1 Attune Mindstar Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Shrouds 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. |
Around waist | hardened leather belt 'Islarivena' (Madness) hardened leather belt 'Islarivena' (Madness)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +30 (+7 eff.) Armour: +14 Changes resistances: +9% light / +2% physical Stun/Freeze immunity: +20% Maximum life: +46.00 Curse of Madness A belt that goes around your waist. |
In off hand | living mindstar of flames (Corpses) (17-19 power, 40 apr, mind damage) living mindstar of flames (Corpses) (17-19 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 17.5 - 19.2 Uses stats: 50% Wil, 29% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 14 fire Changes resistances: +11% fire Changes resistances penetration: +14% fire Changes damage: +4% fire Talent granted: +1 Attune Mindstar Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Global speed: +3% Curse of Corpses 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. |
Cloak | Deepsrip (Corpses) (1 def, 0 armour) Deepsrip (Corpses) (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +6 Defense: +1 (+1 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 29% Changes resistances penetration: +5% darkness Changes damage: +9% lightning Critical mult.: +12.00% Stealth bonus: +7 Mental save: +9 (+5 eff.) Equilibrium when hit: +0.08 Maximum psi: +30.00 Mindpower: +20 (+5 eff.) Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Scale Mail of Kroltar (Misfortune) (10 def, 18 armour) Scale Mail of Kroltar (Misfortune) (10 def, 18 armour)Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+4 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 Curse of Misfortune It can be used to activate talent Devouring Flame (costing 50 power out of 49/80) : Effective talent level: 4.5 Power cost: 50 out of 49/80. Range: 10 Travel Speed: instantaneous Is: a mind power and a nature gift Description: Spit a cloud of flames, doing 59.31 fire damage in a radius of 4 each turn for 8 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Inventory
Fogwyrd of the Blightspawn (Corpses) Fogwyrd of the Blightspawn (Corpses)Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Damage when hit (Melee): 2 fire Changes stats: +16 Str / -12 Dex Changes resistances: +3% darkness / +26% fire Changes damage: +12% darkness / +19% fire Mental save: +7 (+4 eff.) Confusion immunity: +28% Curse of Corpses Rings make your fingers look great! |
Lelahir (Corpses) (36-51 power, 4 apr) Lelahir (Corpses) (36-51 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 36.5 - 51.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 36 Changes stats: +5 Cun Changes resistances: +9% mind Mental save: +9 (+5 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +10.00 Curse of Corpses Sharp, long, and deadly. |
warbringer's iron longsword of projection (Nightmares) (12-17 power, 2 apr) warbringer's iron longsword of projection (Nightmares) (12-17 power, 2 apr)Requires: - Strength 11 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) When wielded/worn: Physical power: +6 (+1 eff.) Changes stats: +2 Con Changes resistances penetration: +5% physical Disarm immunity: +12% Curse of Nightmares Sharp, long, and deadly. |
Charged Focus (Madness) (10-11 power, 24 apr, lightning damage) Charged Focus (Madness) (10-11 power, 24 apr, lightning damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 10.0 - 11.0 Uses stats: 50% Wil, 30% Cun Damage type: Lightning Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +15% lightning Changes resistances penetration: +9% lightning Changes damage: +15% lightning Talent mastery: +0.15 Psionic / Charged mastery Talent granted: +1 Psionic Maelstrom Mental save: +9 (+5 eff.) Maximum psi: +30.00 Mindpower: +12 (+3 eff.) Mental crit. chance: +6% Curse of Madness Electrical energies are focussed in the core of this mindstar. |
Eye of Summer (Misfortune) (8-8 power, 18 apr, fire damage) Eye of Summer (Misfortune) (8-8 power, 18 apr, fire damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Base power: 8.0 - 8.8 Uses stats: 50% Wil, 30% Cun Damage type: Fire Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: -10% cold Changes resistances penetration: +10% fire Changes damage: +10% fire Mindpower: +7 (+2 eff.) Mental crit. chance: +4% Global speed: +5% Talent on hit(mindpower): Flame Fury (10% chance level 2). Curse of Misfortune This mindstar glows with a bright warm light, but seems somehow incomplete. |
Psionic Fury (Corpses) (12-13 power, 25 apr, mind damage) Psionic Fury (Corpses) (12-13 power, 25 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Base power: 12.0 - 13.2 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: +25 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +3 Wil Changes resistances: +10% mind Changes damage: +15% mind / +5% physical Mindpower: +10 (+2 eff.) Mental crit. chance: +8% Curse of Corpses It can be used to release a wave of psionic power, dealing 166.33 mind damage (based on Willpower) to all within radius 5 Activation costs 40 power out of 40/40. This mindstar constantly shakes and vibrates, as if a powerful force is desperately trying to escape. |
pulsing mindstar of storms (Misfortune) (12-13 power, 32 apr, mind damage) pulsing mindstar of storms (Misfortune) (12-13 power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.5 - 13.8 Uses stats: 50% Wil, 29% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 9 lightning Changes stats: +3 Str / +2 Dex / +3 Mag / +3 Wil / +2 Cun / +3 Con Changes resistances: +8% lightning Changes resistances penetration: +4% lightning Changes damage: +8% lightning Talent granted: +1 Attune Mindstar Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Curse of Misfortune 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. |
resonating pulsing mindstar of resolve (Nightmares) (14-15 power, 32 apr, mind damage) resonating pulsing mindstar of resolve (Nightmares) (14-15 power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 14.0 - 15.4 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: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Wil Changes resistances: +6% mind Changes resistances penetration: +5% mind Changes damage: +4% mind Talent granted: +1 Attune Mindstar Spell save: +6 (+3 eff.) Psi when hit: +0.90 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Damage Resonance (when hit): +10% Curse of Nightmares 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. |
stralite waraxe of crippling (Corpses) (28-39 power, 5 apr) stralite waraxe of crippling (Corpses) (28-39 power, 5 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 28.5 - 39.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +11.0% Curse of Corpses One-handed war axes. |
Gloves of the Firm Hand (Shrouds) (0 def, 8 armour) Gloves of the Firm Hand (Shrouds) (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Earozilatohad (Madness) (2 def, 0 armour) Earozilatohad (Madness) (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +6 Con / +4 Wil Changes resistances: +18% nature / +16% cold Changes damage: +12% nature / +11% cold Physical save: +9 (+5 eff.) Infravision radius: +1 Curse of Madness A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. stralite mail armour of thunder (Shrouds) (4 def, 8 armour)stralite mail armour of thunder (Shrouds) (4 def, 8 armour) Requires: - Heavy armour training - Strength 38 Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Physical crit. chance: +9.0% Physical power: +14 (+3 eff.) Armour: +8 Defense: +4 (+2 eff.) Fatigue: +12% Changes stats: +6 Str / +5 Mag / +6 Wil Changes resistances: +12% lightning Spellpower: +13 (+10 eff.) Spell crit. chance: +6% Mindpower: +10 (+2 eff.) Mental crit. chance: +4% Curse of Shrouds 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. |
746 alchemist agate 746 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. |
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. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 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. |
2 sapphire 2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz 4 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 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 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. |
Anytokan the Dazzlebraze (dig speed 15 turns) Anytokan the Dazzlebraze (dig speed 15 turns)Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +9% mind / +6% darkness Changes damage: +8% fire / +5% mind / +21% light Mental save: +7 (+4 eff.) Light radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
2 jade 2 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 spinel 6 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. |
Light of Revelation Light of RevelationPowered by unknown forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Damage against: +25% Horror Reduced damage from: +25% Horror Light radius: +7 See stealth: +35 See invisible: +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
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. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 ruby 2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
Unrydrathel the elven-wood totem of summon tentacle [power 265] (15/25 cooldown) Unrydrathel the elven-wood totem of summon tentacle [power 265] (15/25 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +1 Wil / +2 Con Light radius: +3 See invisible: +9 It can be used to summon a resilient tentacle up to 5 spaces away for 7 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 705 Base Damage: 315 Armor: 26 All Resist: 8 Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage penetration by 20% for 2 turns. * Reduce 1 talent cooldowns by 2. * Heal for 41. Natural totems are made by powerful wilders to store nature power. |
ash totem of healing [power 176] (15/15 cooldown) ash totem of healing [power 176] (15/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to heal yourself and all friendly characters within 10 spaces for 176 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
5 amethyst 5 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. |
9 ametrine 9 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. |
5 citrine 5 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 Ivan the Krog Cursed level 18
30th Dusk 122nd year of Ascendancy at 01:35 see stats
By Ivan the Krog Cursed level 18
34th Dusk 122nd year of Ascendancy at 07:22 see stats
By Ivan the Krog Cursed level 21
51st Dusk 122nd year of Ascendancy at 21:37 see stats
By Ivan the Krog Cursed level 26
59th Dusk 122nd year of Ascendancy at 06:52 see stats
By Ivan the Krog Cursed level 10
4th Flare 122nd year of Ascendancy at 15:21 see stats
By Ivan the Krog Cursed level 20
45th Dusk 122nd year of Ascendancy at 01:46 see stats
By Ivan the Krog Cursed level 7
9th Mirth 122nd year of Ascendancy at 12:09 see stats
By Ivan the Krog Cursed level 24
56th Dusk 122nd year of Ascendancy at 06:55 see stats
By Ivan the Krog Cursed level 18
27th Dusk 122nd year of Ascendancy at 16:43 see stats
Log
Mindrot hits Emora the elven guard for 4 mind, 7 darkness (11 total damage).
Mindrot hits Mean looking elven guard for 7 mind, 4 darkness (12 total damage).
Mindrot hits Beluthra the mean looking elven guard for 6 mind, 5 darkness (12 total damage).
Mindrot hits Mean looking elven guard for 7 mind, 7 darkness (15 total damage).
Melee retaliation hits Mean looking elven guard for 5 cold, 7 mind (13 total damage).
Mean looking elven guard hits Ivan for 38 physical, 4 healing, (0 antimagic), 0 cold, 0 mind, (0 rampage shugs off), 0 mind, (0 antimagic), 0 darkness (39 total damage) [5 healing].
Zubomitira the elven guard hits Ivan for (0 rampage shugs off), 0 mind, (0 antimagic), 0 darkness (0 total damage).
Deep Wound from Eilinadhemima the elven warrior hits Ivan for 60 physical, 7 healing (61 total damage) [8 healing].
Mean looking elven guard hits Ivan for (0 rampage shugs off), 0 mind, (0 antimagic), 0 darkness (0 total damage).
Ivan receives 23 healing from Unnatural Body.
Mean looking elven guard hits Ivan for (0 rampage shugs off), 0 mind, (0 antimagic), 0 darkness (0 total damage).
Arydanor the elven warrior casts Rune: Shielding.
A shield forms around Arydanor the elven warrior.
Arydanor the elven warrior uses Dual Strike.
Arydanor the elven warrior performs a melee critical strike against Ivan!
Ivan starts to bleed.
Ivan resists the stunning strike!
Arydanor the elven warrior performs a melee critical strike against Ivan!
Ivan HEALS from physical damage!
Ivan HEALS from temporal damage!
Xanomima the elven mage's spatial tether hits Ivan for (58 antimagic), 0 temporal, 7 healing, 56 physical, 7 healing, (58 antimagic), 0 temporal, 7 healing, 56 physical, 7 healing (114 total damage) [28 healing].
Xanomima the elven mage hits Ivan for (60 antimagic), 5 temporal, 8 healing, 64 physical, 8 healing (70 total damage) [16 healing].
Arydanor the elven warrior hits Ivan for (54 rampage shugs off), 72 physical, 16 healing, 177 physical, 22 healing (250 total damage) [38 healing].
Beluthra the mean looking elven guard hits Arydanor the elven warrior for (38 absorbed), 0 fire (0 total damage).
Melee retaliation hits Arydanor the elven warrior for (5 absorbed), 0 cold, (7 absorbed), 0 mind, (5 absorbed), 0 cold, (7 absorbed), 0 mind (0 total damage).
Xanomima the elven mage casts Banish.
The spell fizzles on Ivan!
Ivan HEALS from temporal damage!
Xanomima the elven mage hits Ivan for (60 antimagic), 5 temporal, 8 healing, 64 physical (70 total damage) [8 healing].
Ivan the level 27 krog cursed was ground to death by Xanomima the elven mage on level 3 of Dark crypt.