










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Higher |
Class | Archmage |
Level / Exp | 21 / 1% |
Size | medium |
Lifes / Deaths | Killed by Ce'Nurita the yellow ooze at level 21 on the 34th Dusk 122nd year of Ascendancy at 16:55 / 1 |
Primary Stats
Strength | 24 (base 10) |
Dexterity | 20 (base 10) |
Constitution | 45 (base 37) |
Magic | 55 (base 48) |
Willpower | 28 (base 13) |
Cunning | 21 (base 11) |
Resources
Life | -144/424 |
Mana | 315/410 |
Healing Factor | 1.4611689881046 |
Regeneration | 25.205165044804 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +40% |
Spell | 0% |
Global | +100% |
Vision
Sight | 14 |
Lite | 4 |
Infravision | 4 |
See Invisible | 6 |
Offense: Mainhand
Damage | 22 |
Accuracy | 22 |
Crit Chance | 8% |
APR | 8 |
Speed | 1.00 |
Offense: Spell
Spellpower | 44 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Cold | +38% |
Lightning | +15% |
Nature | +3% |
Temporal | +3% |
Blight | +9% |
Physical | +18% |
Mind | +3% |
All | 0% |
Offense: Damage Penetration
Temporal | +5% |
Blight | +10% |
Arcane | +5% |
Fire | +5% |
Mind | +30% |
Defense: Base
Armour (hardiness) | 14 (30%) |
Defense | 13 |
Ranged Defense | 13 |
Fatigue | 3 |
Physical Save | 32 |
Spell Save | 35 |
Mental Save | 29 |
Defense: Resistances
Nature | + 26%( 70%) |
Lightning | + 37%( 70%) |
Light | + 14%( 70%) |
Cold | + 50%( 70%) |
Blight | + 14%( 70%) |
Arcane | + 23%( 70%) |
Fire | + 19%( 70%) |
All | + 11%( 70%) |
Defense: Immunities
Pinning Resistance | 10% |
Confusion Resistance | 33% |
Silence Resistance | 20% |
Stun Resistance | 48% |
Instadeath Resistance | 100% |
Blind Resistance | 43% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 183.54 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 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 48 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. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (44 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Spell / Ice | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Phantasm | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Water | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Generic Talents
Spell / Aegis | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Race / Higher | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You 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 Possessed. | done |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 |
Equipment
On feet | ![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 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. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Res.pen +5% fire ----- def ----- Resists +3% blight Phys.save +6 (+3 eff.) Die.at -60.00 life HP.reg +4.00 Heal.mod +11% Confus- +20% ---------- 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. |
On head | ![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex ----- def ----- Armour +1 Fatigue +1% Resists +3% light Mind.save +9 (+5 eff.) Die.at -80.00 life Pinning- +10% A cap made of leather. |
Tool | ![]() 2.0 T2 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +6% physical ----- def ----- Resists +6% cold Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Wards +2 lightning +3 temporal +2 arcane +3 acid Talents +1 Ward Create a radius 3 storm for 5 turns. Each turn, creatures within take 40 lightning damage and will be dazed for 1 turn (202 total damage) Puts all charms on 15 cooldown 100% to heal for 30. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+4 eff.) HP.reg +2.00 Stun/Frz- +22% Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +5 (+3 eff.) S.pwr/crit +6 Dmg.mod +10% lightning +3% temporal Res.pen +5% temporal ----- def ----- Resists +20% lightning Spell.save +9 (+5 eff.) HP.reg +2.00 Stun/Frz- +26% Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +8 (+2 eff.) S.pwr/crit +4 Res.pen +5% arcane ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Mana/turn +0.04 Max.mana +80.00 A belt that goes around your waist. |
In main hand | ![]() 3.0 T1 trident 2H weapon [Unique] Arcane Power 23.0 - 32.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +8 Crit +5.0% Atk.spd 100% Melee+ +15 cold While equipped: dps ---------- Spell.pwr +10 (+3 eff.) Mov.spd +10% Dmg.mod +10% cold Acc +10 (+5 eff.) ----- def ----- Resists +10% cold On Spell Hit: 20% Glacial Vapour 1 Tidal Wave: Level 1.3 Pwr.cost 80 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 18.39 cold damage and 15.72 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
On hands | ![]() 1.0 T2 hands armor [Random Unique] Nature/Psionic While equipped: dps ---------- Crit.mult +5.00% Melee+ 9 nature 9 physical Dmg.mod +3% nature +5% physical Res.pen +15% mind ----- def ----- Armour +9 Resists +7% nature HP.reg +3.00 ---------- misc Stam/turn +0.70 Max.stam +15.00 Max.psi +20.00 Unarmed combat: Power 17.0 - 18.7 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Hit.r1 +7 physical On Crit.r2 +6 nature +8 physical On Hit: 10% Venomous Breath 3 On Hit: 10% Nightmare 3 On Hit: 10% Sand Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 2.0 T3 cloth armor [Rare] Nature While equipped: Stats +4 Str +5 Mag +7 Wil dps ---------- Dmg.mod +5% lightning +7% physical +13% cold ----- def ----- Resists +9% lightning +8% cold +11% all Crit.chn- 10.00% Phys.save +15 (+8 eff.) HP.reg +4.00 Heal.mod +10% Silence- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +1 Mag +1 Wil dps ---------- Crit.mult +10.00% Dmg.mod +9% blight Res.pen +10% blight Melee Ret 2 fire ----- def ----- Defense +1 (+1 eff.) Resists +3% fire Def/telep +5 Res/telep +5% Dur/telep +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T2 amulet jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Dex +2 Wil +4 Cun +3 Con dps ---------- Mind.crit +1% Mind.pwr +6 (+3 eff.) Mov.spd +10% Dmg.mod +3% mind Res.pen +15% mind ----- def ----- Fatigue -5% Resists +6% fire Mind.save +7 (+4 eff.) HP.reg +2.00 Blind- +14% Confus- +13% ---------- misc Stam/turn +0.50 Infravis +3 Sight +2 See.Invis +6 Amulets make your neck look great! |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 620% 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 Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 249.78 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd 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 42 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd 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 54 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. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd 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 75 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. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 amulet jewelry [Ego+] Master While equipped: Stats +5 Str +5 Dex +4 Wil Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +4 Cun +4 Dex dps ---------- Acc +5 (+3 eff.) Rings make your fingers look great! |
![]() 1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+11 eff.) Phys.save +15 (+8 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
![]() 5.0 T2 greatmaul 2H weapon [Ego] Master Power 25.5 - 38.2 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% While equipped: dps ---------- Acc +10 (+5 eff.) ----- def ----- Defense +12 (+9 eff.) Disarm- +38% Massive two-handed mauls. |
![]() 3.0 T3 greatsword 2H weapon [Rare] Nature Power 33.5 - 53.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Crit.r2 +14 lightning +10 cold While equipped: Stats +8 Wil dps ---------- Mov.spd +39% Res.pen +19% lightning +12% cold Melee Ret 8 darkness ----- def ----- Mind.save +9 (+5 eff.) ---------- misc Equi/ret +0.08 Massive two-handed swords. |
![]() 3.0 T2 greatsword 2H weapon [Ego] Arcane Power 26.5 - 42.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +14 temporal While equipped: ----- def ----- Resists +10% temporal Massive two-handed swords. |
![]() 4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Ranged+ +12 lightning While equipped: Stats +6 Str dps ---------- Phys.pwr +11 (+6 eff.) Dmg.mod +15% lightning Longbows are used to shoot arrows at your foes. |
![]() 3.0 T3 mindstar 1H weapon [Normal] Nature Power 7.0 - 7.7 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) ---------- 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. |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +9 (+5 eff.) Dmg.mod +6% cold Melee Ret 4 acid 2 cold On Hit (Melee): * 20% chance to reduce damage dealt by 16% ----- def ----- Resists +6% darkness +6% cold Phys.save +8 (+4 eff.) ---------- misc Size +1 A belt that goes around your waist. |
![]() 2.0 T2 cloth armor [Ego+] Psionic While equipped: ----- def ----- Resists +10% darkness +11% mind +9% all Phys.save +11 (+6 eff.) Spell.save +11 (+5 eff.) Mind.save +22 (+11 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +5 Str +1 Dex dps ---------- Res.pen +15% light ----- def ----- Armour +1 ---------- misc Stam/turn +0.40 Max.stam +12.00 Infravis +1 A pair of boots made of leather. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Mag +3 Wil +3 Cun dps ---------- Mov.spd +10% ----- def ----- Armour +4 Defense +10 (+8 eff.) Fatigue -1% Resists +5% arcane Max.HP +38.00 Disarm- +20% ---------- misc Stam/turn +0.70 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Phys.pwr +4 (+2 eff.) Dmg.mod +12% light +6% cold Res.pen +5% light Melee Ret 4 cold ----- def ----- Armour +1 Fatigue +1% ---------- misc Light +3 A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +4 Str dps ---------- Dmg.mod +3% acid ----- def ----- Armour +3 Fatigue +3% Resists +6% blight +9% cold Spell.save +15 (+7 eff.) Die.at -60.00 life Disease- +20% Cut- +10% A cap made of leather. |
![]() 2.0 T3 head armor [Ego++] Master While equipped: Stats +7 Str +2 Dex +2 Cun dps ---------- Apr +5 ----- def ----- Armour +3 Fatigue +3% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 52.1 Physical damage. If the attack hits, the target is confused (30% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() 17.0 T3 massive armor Reqs Massive armour training Str 35 [Ego] Nature/Master While equipped: ----- def ----- Armour +18 Fatigue +22% Max.HP +20.00 A suit of armour made of metal plates. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Ego] Nature/Master When used to Attack: Power 33.0 - 39.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +88 While equipped: dps ---------- Melee+ 5 cold Melee Ret 7 ice ----- def ----- Armour +6 Fatigue +8% Resists +21% fire ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 3.0 T3 arrow ammo Reqs Dex 24 [Rare] Master Power 46.0 - 64.4 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 22 Ranged+ +20 acid On Hit.r1 +12 cold On Crit.r2 +12 cold On Hit: * 10% chance to slow global speed by 44% * 10% chance to reduce armor by 33% Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T2 arrow ammo [Ego] Arcane Power 20.5 - 28.7 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 17 Ranged+ +12 light Against +14% Undead Arrows are used with bows to pierce your foes to death. |
![]() 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 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 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 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 [Rare] Master While equipped: Stats +5 Str +4 Dex +2 Cun dps ---------- Dmg.mod +15% light ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str +1 Dex +2 Con dps ---------- Dmg.mod +3% mind ----- def ----- Resists +6% temporal ---------- misc Infravis +2 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 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 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. |
![]() 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. |
![]() 2.0 T3 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 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 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 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 Wixy the Higher Archmage level 10
10th Mirth 122nd year of Ascendancy at 12:20 see stats
By Wixy the Higher Archmage level 20
33rd Dusk 122nd year of Ascendancy at 21:26 see stats
By Wixy the Higher Archmage level 3
74th Pyre 122nd year of Ascendancy at 21:49 see stats
By Wixy the Higher Archmage level 20
34th Dusk 122nd year of Ascendancy at 14:55 see stats
By Wixy the Higher Archmage level 6
77th Pyre 122nd year of Ascendancy at 04:58 see stats
By Wixy the Higher Archmage level 15
6th Dusk 122nd year of Ascendancy at 16:42 see stats
Log
Deadly Poison from Ce'Nurita the yellow ooze hits Wixy for 30 nature damage.
Bleeding from Ce'Nurita the yellow ooze hits Wixy for 31 physical damage.
Garrote from Emeluvea the red ooze hits Wixy for 7 fire damage.
Betibrewe the gigantic corrosive tunneler's mind surges with critical power!
Betibrewe the gigantic corrosive tunneler hits Wixy for 144 physical damage.
Gelatinous cube splits in two!
Wixy's glacial vapour area effect hits Gelatinous cube for 44 cold damage.
Wixy's glacial vapour area effect hits Gelatinous cube for 87 cold damage.
Wixy's glacial vapour area effect hits Betibrewe the gigantic corrosive tunneler for (34 deflected), 36 cold (36 total damage).
Wixy's glacial vapour area effect hits Gelatinous cube for 87 cold damage.
Wixy's dazing lightning area effect hits Emeluvea the red ooze for 49 lightning damage.
Emeluvea the red ooze is dazed!
Wixy's glacial vapour area effect killed Gelatinous cube!
Wixy's glacial vapour area effect killed Gelatinous cube!
Wixy's glacial vapour area effect killed Gelatinous cube!
Emeluvea the red ooze uses Slash.
Emeluvea the red ooze performs a melee critical strike against Wixy!
Emeluvea the red ooze is not dazed anymore.
Wixy has a cursed wound!
Ce'Nurita the yellow ooze uses Dual Strike.
Ce'Nurita the yellow ooze performs a melee critical strike against Wixy!
Wixy's Rune: Shatter Afflictions is disrupted by her wounds!
Wixy is stunned!
Ce'Nurita the yellow ooze performs a melee critical strike against Wixy!
Poison bursts out of Wixy's corpse!
Ce'Nurita the yellow ooze hits Wixy for (100 ignored), 0 physical, 130 physical, 5 darkness (136 total damage).
Melee retaliation hits Ce'Nurita the yellow ooze for 2 fire, 1 fire (3 total damage).
Melee retaliation hits Emeluvea the red ooze for 2 fire damage.
Emeluvea the red ooze hits Wixy for 68 physical damage.
Wixy the level 21 higher archmage was shadowed to death by Ce'Nurita the yellow ooze on level 2 of Sandworm lair.