











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.3 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Ashes of Urh'Rok 1.7.3Official 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! Better Item Description 1.7.2This 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 Possessor Bonus Class 1.7.3Donators/Buyers bonus! Embers of Rage 1.7.3Official 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:
ZOmnibus Addon Pack 1.7.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.7.3Official 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 | Madness Roguelike |
Sex | Male |
Race | Ogre |
Class | Adventurer |
Level / Exp | 24 / 12% |
Size | big |
Lifes / Deaths | Killed by Gunor the dragon turtle at level 24 on the 18th Haze 122nd year of Ascendancy at 18:14 / 1 |
Primary Stats
Strength | 90 (base 52) |
Dexterity | 57 (base 46) |
Constitution | 68 (base 48) |
Magic | 67 (base 53) |
Willpower | 52 (base 43) |
Cunning | 62 (base 47) |
Resources
Mana | 353/448 |
Vim | 149/340 |
Life | -611/636 |
Stamina | 261/304 |
Soul | 17/19 |
Healing Factor | 1.7281295749342 |
Regeneration | 21.585612178202 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
ESP Range | 10 |
ESP Kinds | animal/canine, humanoid/orc |
Offense: Mainhand
Damage | 172 |
Accuracy | 60 |
Crit Chance | 74% |
APR | 29 |
Speed | 1.00 |
Offense: Offhand
Damage | 145 |
Accuracy | 60 |
Crit Chance | 59% |
APR | 31 |
Speed | 1.00 |
Offense: Spell
Spellpower | 69 |
Crit Chance | 22% |
Speed | 1 |
Offense: Mind
Mindpower | 40 |
Crit Chance | 23% |
Speed | 1 |
Offense: Damage Bonus
Nature | +7% |
Light | +21% |
Cold | +21% |
Blight | +6% |
Arcane | +6% |
Fire | +9% |
All | 0% |
Offense: Damage Penetration
Darkness | +15% |
Temporal | +15% |
Fire | +25% |
Arcane | +10% |
Cold | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 40.50863224038 (94.051442452011%) |
Defense | 47 |
Ranged Defense | 47 |
Fatigue | 29 |
Physical Save | 43 |
Spell Save | 64 |
Mental Save | 29 |
Defense: Resistances
Acid | + 44%( 70%) |
Blight | + 49%( 70%) |
Physical | + 41%( 70%) |
Cold | + 51%( 70%) |
All | + 36%( 70%) |
Darkness | + 42%( 70%) |
Light | + 48%( 70%) |
Temporal | + 51%( 70%) |
Lightning | + 38%( 70%) |
Fire | + 46%( 70%) |
Nature | + 49%( 70%) |
Defense: Immunities
Silence Resistance | 20% |
Stun Resistance | 22% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 3 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Class Talents
Corruption / Scourge | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Corruption / Heart of Fire | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Technique / Bloodthirst | 1.20 |
| 5/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Technique / Duelist | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Magical combat | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Corruption / Reaving combat | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Dual techniques | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Corruption / Torture | 1.20 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Spell / Glacial waste | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Fire | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Animus | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Generic Talents
Spell / Necrosis | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Vile life | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Corruption / Demonic strength | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Ogre | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Corruption / Torment | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Scoundrel | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
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 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 have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Scintillating Caves. Escort: lost warrior (level 2 of Scintillating Caves)As a reward you improved Strength by +5. | done |
You failed to protect the worried loremaster from death by Aefi. Escort: worried loremaster (level 2 of Old Forest) | failed |
You successfully escorted the worried loremaster to the recall portal on level 3 of Scintillating Caves. Escort: worried loremaster (level 3 of Scintillating Caves)As a reward you improved Strength by +5. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed pouch of luminous horror dust. | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Dmg.mod +18% cold Res.pen +15% temporal +15% cold Melee Ret 4 temporal 4 cold ----- def ----- Armour +3 Resists +3% temporal Rush: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Light source | ![]() 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 150.44 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 150.44 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
On head | ![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Con dps ---------- Dmg.mod +3% fire ----- def ----- Armour +4 Fatigue +4% Resists +3% lightning +6% temporal +6% light +9% blight +3% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Cun +5 Dex dps ---------- Dmg.mod +3% cold Acc +7 (+1 eff.) Apr +10 ----- def ----- Armour +2 Fatigue +3% Resists +3% nature +3% temporal Heal.mod +15% Knockbk- +20% Def/telep +10 Res/telep +10% Dur/telep +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str dps ---------- Phys.pwr +20 (+4 eff.) Dmg.mod +7% nature ----- def ----- Armour +4 Defense +5 (+1 eff.) Resists +6% cold +12% nature +12% temporal While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +6 Str +4 Mag +5 Con dps ---------- Phys.pwr +7 (+1 eff.) ----- def ----- Resists +6% acid +9% darkness Spell.save +9 (+3 eff.) Heal.mod +5% Silence- +20% Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +3% light Melee Ret 6 light 6 cold ----- def ----- Resists +12% light +18% cold HP.reg +2.00 Stun/Frz- +22% Rings make your fingers look great! |
Around neck | ![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Mag +4 Wil +3 Cun dps ---------- Res.pen +15% darkness Amulets make your neck look great! |
In main hand | ![]() 3.0 T3 greatsword 2H weapon [Unique] Nature/Master Power 42.0 - 67.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +18.0% Atk.spd 100% Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con ----- def ----- D.Red.from +15% Orc HP.reg +0.50 ---------- misc Stam/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
Around waist | ![]() 1.0 T3 belt armor [Rare] Nature While equipped: Stats +5 Str dps ---------- Melee Ret 6 physical ----- def ----- Defense +10 (+3 eff.) HP.reg +1.30 Heal.mod +16% ---------- misc Max.stam +30.00 Light +3 A belt that goes around your waist. |
In off hand | ![]() 3.0 T5 mace 1H weapon [Random Unique] Arcane/Master Power 53.0 - 74.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% Melee+ +14 cold While equipped: Stats +2 Str +2 Mag +3 Wil dps ---------- Phys.crit +11.0% Crit.mult +28.00% Apr +8 ----- def ----- Resists +3% blight ---------- misc Light +3 Blunt and deadly. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +6% Dmg.mod +6% blight +6% fire +6% arcane Res.pen +10% arcane +25% fire ----- def ----- Defense +2 (+0 eff.) Resists +9% blight A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 T3 massive armor Reqs Massive armour training [Rare] Master While equipped: dps ---------- Dmg.mod +18% light ----- def ----- Armour +11 Fatigue +22% Resists +6% acid +7% physical +6% nature +12% fire Phys.save +14 (+4 eff.) Spell.save +12 (+3 eff.) A suit of armour made of metal plates. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 904% 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 Dexterity 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 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 5.0 T4 staff 1H weapon [Random Unique] Arcane/Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +8.0% Spell.crit +8% Crit.mult +15.00% Phys.pwr +21 (+4 eff.) Spell.pwr +27 (+6 eff.) Dmg.mod +25% darkness Phasing +22% Acc +18 (+4 eff.) Apr +3 ----- def ----- Armour +20 Hardiness +7% Defense +18 (+6 eff.) Shield.pwr +17% Phys.save +9 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T4 greatsword 2H weapon [Ego+] Nature Power 51.0 - 81.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +12 nature On Crit.r2 +24 acid +16 nature While equipped: dps ---------- Res.pen +20% acid +23% nature Apr +13 Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Ego+] Nature Power 60.0 - 96.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Crit.r2 +58 acid +49 nature While equipped: dps ---------- Res.pen +21% acid +20% nature Apr +14 Massive two-handed swords. |
![]() 3.0 T3 longsword 1H weapon [Ego+] Disrupt/Master Power 23.0 - 32.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Res.pen +7% physical Acc +15 (+3 eff.) Apr +8 ----- def ----- Resists +11% acid +8% lightning +9% cold +9% fire +5% all Spell.save +8 (+2 eff.) Sharp, long, and deadly. |
![]() 3.0 T2 mindstar 1H weapon [Ego+] Nature Power 6.0 - 6.6 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Melee+ 8 cold Dmg.mod +8% cold Res.pen +11% cold ----- def ----- Armour +7 Resists +8% cold ---------- misc Talents +1 Attune Mindstar 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. |
![]() 3.0 T5 mindstar 1H weapon [Ego+] Nature/Psionic Power 16.0 - 17.6 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +4% mind Res.pen +5% mind ----- def ----- Resists +5% mind Dmg.Resnn +15% Max.HP +37.00 HP.reg +1.30 ---------- misc Psi/ret +1.00 Talents +1 Attune Mindstar 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. |
![]() 2.0 T5 cloth armor [Ego+] Nature While equipped: Stats +5 Con dps ---------- Dmg.mod +12% nature +23% physical ----- def ----- Resists +15% all +23% physical Poison- +20% Disease- +31% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T4 light armor [Ego+] Master While equipped: dps ---------- Phys.crit +4.0% Apr +9 ----- def ----- Armour +7 Defense +21 (+7 eff.) Fatigue +8% ---------- misc Stam/turn +0.90 Second Wind: (Instant) Puts all charms on 35 cooldown Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 139 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
![]() 2.0 T3 feet armor [Ego+] Arcane/Master While equipped: dps ---------- Res.pen +13% darkness +16% temporal ----- def ----- Armour +3 Resists +8% fire +19% temporal +16% darkness +8% cold Def/telep +10 Res/telep +13% Dur/telep +19% A pair of boots made of leather. |
![]() 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 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 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 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold 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. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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. |
![]() 2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 117% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
![]() 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. |
![]() 0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
![]() 2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Achievements
By Aefi the Ogre Adventurer level 21
15th Haze 122nd year of Ascendancy at 16:30 see stats
By Aefi the Ogre Adventurer level 22
16th Haze 122nd year of Ascendancy at 20:55 see stats
By Aefi the Ogre Adventurer level 10
9th Mirth 122nd year of Ascendancy at 09:50 see stats
By Aefi the Ogre Adventurer level 20
73rd Dusk 122nd year of Ascendancy at 22:54 see stats
By Aefi the Ogre Adventurer level 22
16th Haze 122nd year of Ascendancy at 20:55 see stats
By Aefi the Ogre Adventurer level 21
15th Haze 122nd year of Ascendancy at 14:08 see stats
By Aefi the Ogre Adventurer level 21
9th Haze 122nd year of Ascendancy at 13:43 see stats
By Aefi the Ogre Adventurer level 18
43rd Dusk 122nd year of Ascendancy at 23:10 see stats
By Aefi the Ogre Adventurer level 20
8th Haze 122nd year of Ascendancy at 23:55 see stats
By Aefi the Ogre Adventurer level 12
2nd Summertide 122nd year of Ascendancy at 20:36 see stats
Log
Aefi is not stunned anymore.
Spikes of Decrepitude hits Gunor the dragon turtle for (21 flat reduction), 0 cold, (24 flat reduction), 6 darkness (6 total damage).
Melee retaliation hits Gunor the dragon turtle for (6 flat reduction), 0 physical, (8 flat reduction), 0 light, (4 flat reduction), 0 temporal, (24 flat reduction), 2 blight, (8 flat reduction), 0 cold, (24 flat reduction), 1 fire (3 total damage).
Gunor the dragon turtle hits Aefi for (35 parried), (38 abyssal shield), 38 physical (38 total damage).
Aefi's desolate waste area effect hits Gunor the dragon turtle for (24 flat reduction), 1 cold (1 total damage).
Aefi's desolate waste area effect hits Gunor the dragon turtle for (24 flat reduction), 1 cold (1 total damage).
Aefi's desolate waste area effect hits Gunor the dragon turtle for (24 flat reduction), 1 cold (1 total damage).
Flurry is still on cooldown for 6 turns.
Aefi misses Gunor the dragon turtle.
Aefi redirects the effect 'Set Up'!
The powerful blow energizes Aefi reducing their cooldowns!
Gunor the dragon turtle throws Aefi to the ground!
Aefi is dazed!
Aefi misses Gunor the dragon turtle.
Aefi redirects the effect 'Set Up'!
Gunor the dragon turtle shrugs off Gunor the dragon turtle's 'Set Up'!
Melee retaliation hits Gunor the dragon turtle for (3 flat reduction), 0 physical, (4 flat reduction), 0 light, (2 flat reduction), 0 temporal, (13 flat reduction), 0 blight, (4 flat reduction), 0 cold, (12 flat reduction), 0 fire (0 total damage).
Gunor the dragon turtle hits Aefi for (45 abyssal shield), 102 physical (102 total damage).
Gunor the dragon turtle's is no longer blazing.
Gunor the dragon turtle stops bleeding ice.
Gunor the dragon turtle isn't moving as defensively anymore.
Aefi receives 6 healing from Devouring flames from Aefi.
Acid Splash from Aefi hits Gunor the dragon turtle for (12 flat reduction), 0 acid (0 total damage).
Gunor the dragon turtle throws two quick punches.
Aefi is not dazed anymore.
The powerful blow energizes Aefi reducing their cooldowns!
Melee retaliation hits Gunor the dragon turtle for (3 flat reduction), 0 physical, (8 flat reduction), 0 light, (4 flat reduction), 0 temporal, (24 flat reduction), 2 blight, (8 flat reduction), 0 cold, (24 flat reduction), 1 fire, (3 flat reduction), 0 physical, (8 flat reduction), 0 light, (4 flat reduction), 0 temporal, (24 flat reduction), 2 blight, (8 flat reduction), 0 cold, (24 flat reduction), 1 fire (5 total damage).
Gunor the dragon turtle hits Aefi for (35 parried), (45 abyssal shield), 75 physical (75 total damage).
Aefi the level 24 ogre adventurer was struck to death by Gunor the dragon turtle on level 2 of Lake of Nur.