












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! No more creaky door 1.2.5Got rid of the most anoying door creaks. 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:
Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. 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 Adventure |
Sex | Female |
Race | Shalore |
Class | Skirmisher |
Level / Exp | 18 / 98% |
Size | medium |
Lifes / Deaths | Killed by Silusethra the elven warrior at level 12 on the 7th Flare 122nd year of Ascendancy at 21:55 0 / 6Killed by Emorille the elven tempest at level 13 on the 9th Flare 122nd year of Ascendancy at 01:59 Killed by ritch flamespitter at level 16 on the 10th Dusk 122nd year of Ascendancy at 10:52 Killed by Aurbo the krog at level 16 on the 17th Dusk 122nd year of Ascendancy at 09:53 Killed by Betagaleda the large brown snake at level 18 on the 50th Dusk 122nd year of Ascendancy at 04:40 Killed by Xerelle the green ooze at level 18 on the 56th Dusk 122nd year of Ascendancy at 03:21 |
Primary Stats
Strength | 18 (base 12) |
Dexterity | 64 (base 46) |
Constitution | 21 (base 10) |
Magic | 12 (base 10) |
Willpower | 24 (base 11) |
Cunning | 45 (base 34) |
Resources
Life | -21/384 |
Stamina | 107/206 |
Healing Factor | 1.3948044672221 |
Regeneration | 15.412589362804 |
Speed
Mental | +10% |
Attack | 0% |
Movement | -2.2204460492503E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 6 |
See Stealth | 47.715056002026 |
See Invisible | 47.715056002026 |
Offense: Mainhand
Damage | 80 |
Accuracy | 66 |
Crit Chance | 22% |
APR | 2 |
Speed | 0.91 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 17 |
Crit Chance | 14% |
Speed | 1 |
Offense: Mind
Mindpower | 39 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Acid | +3% |
Fire | +13% |
Physical | +10% |
Mind | +15% |
All | 0% |
Offense: Damage Penetration
Blight | +15% |
Physical | +10% |
Light | +5% |
Mind | +10% |
Defense: Base
Armour (hardiness) | 20 (48.594633868923%) |
Defense | 43 |
Ranged Defense | 43 |
Fatigue | 0 |
Physical Save | 19 |
Spell Save | 15 |
Mental Save | 28 |
Defense: Resistances
Nature | + 3%( 70%) |
Lightning | + 26%( 70%) |
Light | + 9%( 70%) |
Mind | + 13%( 70%) |
Cold | + 3%( 70%) |
Arcane | + 5%( 70%) |
Fire | + 27%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Bleed Resistance | 40% |
Instadeath Resistance | 100% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 275 damage for 4 turns. Its effects scale with your Dexterity 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. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 473% 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: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 374 life over 5 turns. Its effects scale with your Cunning stat. |
Class Talents
Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Called Shots | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Buckler Training | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
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 |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You must explore the scintillating caves. * You have explored the Rhaloren camp and killed the Inquisitor. | active |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved Constitution by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * You've found the needed warg claw. Ungrol 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 minotaur nose. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | 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 within3 lumberjacks have died. | done |
Equipment
On feet | ![]() 2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% acid ----- def ----- Armour +1 Resists +9% light Spell.save +3 (+3 eff.) HP.reg +4.00 Heal.mod +10% A pair of boots made of leather. |
Quiver | ![]() 3.0 T2 shot ammo [Ego] Nature/Master Power 25.5 - 30.6 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 21 Proj.spd +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 110 physical damage Shots are used with slings to pummel your foes to death. |
Light source | ![]() 2.0 T1 lite [Rare] Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +3% fire ---------- misc Stam/turn +3.00 Max.stam +20.00 Light +6 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 | ![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +1 Str +3 Wil +2 Cun dps ---------- Mind.pwr +4 (+2 eff.) Dmg.mod +9% mind On Hit (Melee): * 10% chance to reduce damage dealt by 21% ----- def ----- Armour +1 Fatigue +1% Resists +3% mind Crit.chn- 5.00% A cap made of leather. |
On hands | ![]() 1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 7 physical Dmg.mod +4% physical Acc +11 (+3 eff.) ----- def ----- Armour +7 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. |
Tool | ![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Str +2 Dex +2 Wil dps ---------- Res.pen +5% light ----- def ----- Fatigue -4% Resists +3% nature ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+4 eff.) Mind.pwr +6 (+2 eff.) ----- def ----- Mind.save +6 (+3 eff.) Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Acc +6 (+2 eff.) On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +3% lightning +15% fire +5% arcane +3% cold Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Fatigue -6% HP.reg +2.00 Heal.mod +10% Cut- +40% Heal: Puts all charms on 35 cooldown Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 230 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
In main hand | ![]() 4.0 T2 sling 1H weapon [Ego+] Arcane/Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Proj.spd +200% Ranged+ +6 fire While equipped: Stats +1 Cun dps ---------- Phys.spd +10% Dmg.mod +10% fire Slings are used to hurl stones or metal shots at your foes. |
Around waist | ![]() 1.0 T3 belt armor [Random Unique] Arcane/Master/Psionic While equipped: dps ---------- Phys.crit +4.0% Crit.mult +7.00% Phys.pwr +4 (+2 eff.) Mind.pwr +5 (+2 eff.) Res.pen +15% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 10 ----- def ----- Fatigue -6% Resists +6% lightning Phys.save +6 (+3 eff.) ---------- misc Max.enc +21 A belt that goes around your waist. |
In off hand | ![]() 7.0 T2 shield armor Reqs Shield usage training [Random Unique] Arcane/Master/Psionic When used to Attack: Power 18.0 - 21.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +44 Melee+ +11 fire While equipped: Stats +5 Str +3 Dex +1 Cun dps ---------- Crit.mult +5.00% Mind.pwr +10 (+4 eff.) Dmg.mod +6% mind Res.pen +10% mind Acc +4 (+1 eff.) Melee Ret 4 fire ----- def ----- Armour +4 Fatigue +8% Resists +10% mind +12% fire ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +2 Wil +1 Cun +6 Con dps ---------- Crit.mult +5.00% Dmg.mod +6% physical Res.pen +10% physical ----- def ----- Defense +1 (+1 eff.) Mind.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 T2 light armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +17% lightning Max.HP +33.00 HP.reg +4.80 Heal.mod +10% A suit of armour made of leather. |
Inventory
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 400% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 311 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 T1 amulet jewelry [Rare] Disrupt While equipped: Stats +1 Str +1 Con dps ---------- Phys.crit +2.0% Phys.pwr +5 (+2 eff.) Acc +20 (+5 eff.) ----- def ----- Resists +11% nature +11% blight Poison- +20% Disease- +20% ---------- misc Stam/turn +3.00 Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% light +10% darkness Blind- +20% Amulets make your neck look great! |
![]() 0.1 T2 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+5 eff.) Blind- +21% ---------- misc Infravis +3 See.Stealth +5 See.Invis +5 Rings make your fingers look great! |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Dex +3 Mag +2 Cun +1 Con ----- def ----- Resists +7% fire +5% cold A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Phys.pwr +10 (+4 eff.) Dmg.mod +3% arcane ----- def ----- Defense +20 (+7 eff.) Max.HP +32.00 ---------- misc Max.hate +2.00 A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +1 Str +5 Dex +4 Con dps ---------- Phys.crit +4.0% Res.pen +10% darkness +15% cold ----- def ----- Defense +12 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Crit.mult +5.00% Dmg.mod +3% darkness ----- def ----- Armour +5 Defense +16 (+6 eff.) Resists +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +4 Str +5 Dex +7 Lck dps ---------- Dmg.mod +6% nature On Hit (Melee): * 10% chance to slow global speed by 52% ----- def ----- Armour +3 Stealth +8 Silence- +20% Teleport- +20% A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Normal] While equipped: ----- def ----- Armour +1 A pair of boots made of leather. |
![]() 1.0 T1 hands armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Acc +10 (+3 eff.) ----- def ----- Armour +1 Resists +6% acid Mind.save +3 (+1 eff.) HP.reg +4.00 Heal.mod +5% Disease- +10% 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. |
![]() 1.0 T2 hands armor [Random Unique] Nature/Psionic While equipped: Stats +2 Cun dps ---------- Melee+ 5 nature Dmg.mod +6% nature Res.pen +5% arcane Acc +8 (+2 eff.) Melee Ret 6 blight ----- def ----- Armour +2 Resists +6% nature +7% darkness Spell.save +6 (+5 eff.) HP.reg +3.00 ---------- misc Stam/turn +1.30 Max.stam +14.00 Infravis +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 cooldown Level 2.6 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 18 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +7 Cun +2 Wil dps ---------- Mind.crit +2% Mind.pwr +15 (+5 eff.) Dmg.mod +21% light Acc +8 (+2 eff.) On Melee Ret: * 12% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Defense +7 (+3 eff.) Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% fire ----- def ----- Armour +3 Defense +10 (+4 eff.) Fatigue +3% Resists +9% acid +3% temporal +13% cold +7% fire +8% lightning Teleport- +20% ---------- misc Max.psi +10.00 A cap made of leather. |
![]() 9.0 T3 light armor [Rare] Nature While equipped: dps ---------- Mind.crit +4% Mind.pwr +7 (+3 eff.) Dmg.mod +6% lightning Res.pen +25% lightning ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +7% acid +12% physical +9% cold +9% lightning +12% fire ---------- misc Max.psi +50.00 A suit of armour made of leather. |
![]() 9.0 T1 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +15% cold HP.reg +2.00 ---------- misc Stam/turn +0.50 A suit of armour made of leather. |
![]() 17.0 T2 massive armor Reqs Massive armour training Str 28 [Ego++] Nature/Master While equipped: Stats +1 Wil ----- def ----- Armour +14 Fatigue +17% Resists +12% blight +13% darkness Phys.save +6 (+3 eff.) ---------- misc Light +2 A suit of armour made of metal plates. |
![]() 7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+3 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
![]() 7.0 T1 shield armor Reqs Shield usage training [Normal] When used to Attack: Power 9.5 - 11.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +22 While equipped: ----- def ----- Armour +2 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+5 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+5 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(75 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 T2 shot ammo [Ego] Arcane/Master Power 19.5 - 23.4 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Acc +9 Apr +2 Crit +4.5% Capacity 21 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 21 damage Shots are used with slings to pummel your foes to death. |
![]() 3.0 T2 shot ammo [Ego] Arcane Power 22.0 - 26.4 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 18 Ranged+ +6 blight On Hit: * 5% chance to reduce strength, dexterity, and constitution by 10 * 25% chance for lightning to strike from the target to a second target dealing 21 damage Shots are used with slings to pummel your foes to death. |
![]() 3.0 T1 shot ammo [Normal] Power 14.5 - 17.4 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 20 Shots are used with slings to pummel your foes to death. |
![]() 2.0 T1 totem charm [Ego] Nature Sting an enemy dealing 110 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Peniswoman the Shalore Skirmisher level 17
33rd Dusk 122nd year of Ascendancy at 21:03 see stats
By Peniswoman the Shalore Skirmisher level 10
1st Summertide 122nd year of Ascendancy at 15:48 see stats
By Peniswoman the Shalore Skirmisher level 12
1st Flare 122nd year of Ascendancy at 11:07 see stats
By Peniswoman the Shalore Skirmisher level 14
10th Flare 122nd year of Ascendancy at 04:16 see stats
Log
Melee retaliation hits Shadow for 2 fire damage.
Shadow hits Peniswoman for (23 flat reduction), 12 physical (12 total damage).
Peniswoman's Counter Shot hits Shadow for 11 physical, 3 fire (14 total damage).
Bleeding from Peniswoman hits Glurimira the gigantic gravity worm for 17 physical damage.
Peniswoman reacts to damage from Glurimira the gigantic gravity worm, mitigating the blow!.
Melee retaliation hits Glurimira the gigantic gravity worm for 1 fire, 1 fire (2 total damage).
Glurimira the gigantic gravity worm hits Peniswoman for (23 flat reduction), 14 physical, (23 flat reduction), (17 reacted , -5 stam), 36 mind (50 total damage).
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
Unstable sand tunnel hits Shadow for 80 physical damage.
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
Unstable sand tunnel hits Shadow for 15 physical damage.
Xerelle the green ooze's creeping dark hits Huge sandworm burrower for 0 darkness damage.
The unstable sand tunnel collapses!
Shadow stops bleeding.
Shadow casts Blindside.
Shadow casts Blindside.
Shadow misses Peniswoman.
Shadow hits Peniswoman for (23 flat reduction), 11 physical (11 total damage).
Shadow hits Peniswoman for (17 flat reduction), 0 physical (0 total damage).
Melee retaliation hits Shadow for 2 fire damage.
Melee retaliation hits Shadow for 2 fire damage.
Agony from Glurimira the gigantic gravity worm hits Peniswoman for (23 flat reduction), 24 physical, (23 flat reduction), 73 mind (97 total damage).
Xerelle the green ooze's mind surges with critical power!
Peniswoman reacts to damage from Xerelle the green ooze, mitigating the blow!.
Melee retaliation hits Xerelle the green ooze for 2 fire, 2 fire (3 total damage).
Xerelle the green ooze hits Peniswoman for (23 flat reduction), (32 reacted , -5 stam), 70 mind (70 total damage).
Peniswoman the level 18 shalore skirmisher was mentally tortured to death by Xerelle the green ooze on level 1 of Sandworm lair.