












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 | Halfling |
Class | Arcane Blade |
Level / Exp | 23 / 92% |
Size | small |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 31 (base 19) |
Dexterity | 27 (base 12) |
Constitution | 18 (base 10) |
Magic | 88 (base 53) |
Willpower | 21 (base 10) |
Cunning | 50 (base 34) |
Resources
Life | 517/517 |
Mana | 182/182 |
Stamina | 154/154 |
Healing Factor | 1.3111363549268 |
Regeneration | 6.0967840504096 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +31.20512205326% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 33.595095619122 |
See Invisible | 36.595095619122 |
Offense: Mainhand
Damage | 45 |
Accuracy | 46 |
Crit Chance | 34% |
APR | 15 |
Speed | 1.00 |
Offense: Offhand
Damage | 23 |
Accuracy | 46 |
Crit Chance | 41% |
APR | 19 |
Speed | 1.00 |
Offense: Spell
Spellpower | 52 |
Crit Chance | 21% |
Speed | 1 |
Offense: Mind
Mindpower | 39 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Mind | +9% |
Lightning | +5% |
Light | +32% |
Nature | +3% |
Cold | +9% |
Physical | +4% |
Fire | +5% |
All | 0% |
Offense: Damage Penetration
Acid | +19% |
Light | +29% |
Darkness | +19% |
Lightning | +19% |
All | +9% |
Defense: Base
Armour (hardiness) | 67.260248512249 (65.897138898113%) |
Defense | 28 |
Ranged Defense | 38 |
Fatigue | 0 |
Physical Save | 22 |
Spell Save | 29 |
Mental Save | 22 |
Defense: Resistances
Acid | + 15%( 70%) |
Blight | + 10%( 70%) |
Physical | + 1%( 70%) |
Cold | + 19%( 70%) |
All | 0%( 70%) |
Darkness | + 31%( 70%) |
Light | + 40%( 70%) |
Temporal | + 3%( 70%) |
Fire | + 24%( 70%) |
Mind | + 6%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 23% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Silence Resistance | 23% |
Inscriptions (4/4)
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 314 damage for 5 turns. Its effects scale with your Magic 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 38 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 Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 682% 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. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 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 41 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. |
Class Talents
Technique / Magical combat | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Technique / Combat techniques | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Aegis | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| 2/5 |
Effects
talent | Arcane Feed |
talent | Fiery Hands |
talent | Feather Wind |
talent | Shock Hands |
talent | Arcane Combat |
talent | Stone Skin |
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 |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Old Forest. Escort: lost tinker (level 3 of Old Forest)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you improved talent Misdirection (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed skeleton mage skull. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * '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.' * You've found the needed green worm. * You've found the needed red crystal shard. | 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 within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
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 T1 feet armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil +3 Con dps ---------- Dmg.mod +3% nature Melee Ret 2 mind ----- def ----- Armour +1 Crit.chn- 15.00% Silence- +23% Confus- +23% Stun/Frz- +21% A pair of boots made of leather. |
Light source | ![]() 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.(71 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Dex +5 Mag +3 Wil +2 Con dps ---------- Res.pen +5% lightning ----- def ----- Armour +4 Fatigue +4% Resists +15% darkness +9% cold ---------- misc Infravis +5 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 6 physical Dmg.mod +4% physical Res.pen +10% acid Apr +3 ----- def ----- Armour +17 Fatigue +1% Resists +6% darkness +1% physical Unarmed combat: Power 10.0 - 14.0 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% On Hit.r1 +7 physical On Crit.r2 +6 physical On Hit: 10% Sand Breath 1 Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 T2 wand charm [Random Unique] Arcane While equipped: dps ---------- Mind.pwr +10 (+4 eff.) Dmg.mod +6% mind ----- def ----- Resists +6% mind ---------- misc Psi/ret +0.04 Create a radius 3 storm for 5 turns. Each turn, creatures within take 35 lightning damage and will be dazed for 1 turn (177 total damage) Puts all charms on 13 cooldown 100% to increase all damage penetration by 13% for 2 turns. 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to increase all damage by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +2 Str +3 Mag dps ---------- Melee+ 15 light Ranged+ 11 light Dmg.mod +10% light ----- def ----- Armour +4 Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+3 eff.) HP.reg +2.00 Stun/Frz- +29% Rings make your fingers look great! |
Around neck | ![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +9% cold Res.pen +5% lightning Melee Ret 2 cold ----- def ----- Resists +11% fire +10% cold Amulets make your neck look great! |
In main hand | ![]() 1.0 T2 dagger 1H weapon [Random Unique] Master Power 19.0 - 24.7 Physical Uses 50% Dex, 50% Str Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Wound the target dealing 193 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +6 Str dps ---------- Phys.crit +9.0% Phys.pwr +5 (+1 eff.) Res.pen +9% all Acc +10 (+3 eff.) Apr +6 ----- def ----- Resists +3% fire Sharp, short and deadly. |
Around waist | ![]() 1.0 T5 belt armor [Random Unique] Arcane/Nature While equipped: Stats +2 Wil dps ---------- Mind.pwr +15 (+5 eff.) Dmg.mod +3% mind Res.pen +10% darkness Melee Ret 2 mind ----- def ----- Armour +10 Resists +10% light +10% darkness HP.reg +2.40 Heal.mod +14% ---------- misc Max.psi +10.00 Create a temporary shield that absorbs 293 damage Puts all charms on 26 cooldown A belt that goes around your waist. |
In off hand | ![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Dmg.mod +12% light Res.pen +20% light On Hit (Melee): * 20 arcane resource burn ----- def ----- Defense +2 (+1 eff.) Resists +3% temporal A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +1 Dex +4 Wil ----- def ----- Armour +17 Defense +2 (+1 eff.) Fatigue +7% Resists +15% acid Crit.chn- 10.00% Phys.save +7 (+4 eff.) ---------- misc See.Invis +3 A suit of armour made of mail. |
Inventory
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 11 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 6 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 25%, your defense is increased by 25 and all your resistances by 25%. 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 [Ego] Arcane When inscribed on your body: Level 1.0 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 create a protective shield absorbing at most 285 damage for 4 turns. Its effects scale with your Dexterity 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 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 358 damage for 4 turns. 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 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Cun +5 Dex dps ---------- Phys.crit +1.0% Crit.mult +5.00% Apr +1 ----- def ----- Resists +12% darkness Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Rare] Arcane While equipped: Stats +2 Cun +9 Con dps ---------- Melee+ 7 light 7 darkness Dmg.mod +7% light +6% darkness On Melee Ret: * 6% chance to reduce damage dealt by 21% * 6% chance to blind ----- def ----- Resists +6% cold ---------- misc Light +3 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +21% mind +6% cold Melee Ret 2 mind 2 cold ----- def ----- Resists +3% acid ---------- misc Equi/ret +0.04 Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego+] Master While equipped: Stats +5 Str +5 Dex +5 Wil ---------- misc Masteries +0.12 Spell/Conveyance Amulets make your neck look great! |
![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 11.01 cold and 10.50 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 51 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- HP.reg +2.00 Stun/Frz- +20% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Cun +5 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- Blind- +21% ---------- misc Infravis +4 See.Stealth +5 See.Invis +8 Rings make your fingers look great! |
![]() 1.0 T1 dagger 1H weapon [Ego+] Arcane/Psionic Power 9.5 - 12.3 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On Crit: * Splash the target with acid dealing 148 damage over 5 turns and reducing armor and accuracy by 19 Sharp, short and deadly. |
![]() 1.0 T1 dagger 1H weapon [Rare] Nature Power 10.5 - 13.7 Physical Uses 50% Dex, 50% Str Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +6 nature While equipped: Stats +3 Dex +1 Con ----- def ----- Resists +5% arcane ---------- misc Infravis +2 Sharp, short and deadly. |
![]() 4.0 T1 longbow 2H weapon Reqs Shoot [Ego+] Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 While equipped: Stats +9 Con +8 Wil ----- def ----- Max.HP +23.00 Longbows are used to shoot arrows at your foes. |
![]() 3.0 T3 mindstar 1H weapon Reqs Wil 24 [Random Unique] Nature/Psionic Power 8.5 - 9.4 Nature 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: Stats +3 Str +3 Dex +3 Mag +3 Wil +7 Cun +3 Con dps ---------- Spell.crit +5% Mind.crit +3% Crit.mult +10.00% Mind.pwr +6 (+2 eff.) S.pwr/crit +4 Melee+ 7 lightning Dmg.mod +8% lightning Res.pen +10% lightning ----- def ----- Resists +6% lightning ---------- misc Mana/s.crit +2.00 Hate/kill +3.00 Psi/kill +2.00 Max.mana +20.00 Talents +1 Attune Mindstar Masteries +0.20 Psionic/Voracity +0.20 Cursed/Dark sustenance Inflict 78.92 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 17 cooldown 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 T1 waraxe 1H weapon [Rare] Arcane Power 11.5 - 16.1 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +6 blight +4 lightning On Hit: * 7% chance to reduce strength, dexterity, and constitution by 26 While equipped: Stats +2 Str +3 Con dps ---------- Dmg.mod +6% arcane One-handed war axes. |
![]() 1.0 T1 belt armor [Rare] Psionic While equipped: Stats +4 Dex +2 Wil ----- def ----- Defense +5 (+3 eff.) Resists +2% physical Phys.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Max.HP +47.00 ---------- misc Stam/turn +3.00 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Dmg.mod +3% lightning +6% fire Res.pen +5% fire Acc +4 (+1 eff.) Apr +4 ----- def ----- Defense +6 (+3 eff.) Resists +3% physical Die.at -60.00 life 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: Stats +5 Str +1 Cun +2 Con dps ---------- Mind.pwr +10 (+4 eff.) ----- def ----- Defense +1 (+1 eff.) Resists +5% arcane ---------- misc Light +3 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 feet armor [Rare] Master While equipped: Stats +3 Str dps ---------- Mind.crit +1% Apr +2 ----- def ----- Armour +1 ---------- misc Stam/turn +1.30 Hate/m.crit +4.00 Max.stam +11.00 Max.hate +4.00 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +8 Lck +5 Dex dps ---------- Dmg.mod +9% acid +6% cold +6% nature ----- def ----- Armour +3 Resists +6% acid +6% cold +12% nature Stealth +8 A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Cun +1 Str dps ---------- Res.pen +10% lightning ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.40 Max.stam +14.00 Light +2 Infravis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T1 hands armor [Rare] Master While equipped: Stats +6 Dex +1 Mag +1 Wil +3 Con dps ---------- Res.pen +10% mind Acc +10 (+3 eff.) ----- def ----- Armour +1 Unarmed combat: Power 7.5 - 8.2 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Acc +6 Apr +1 Crit +6.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Ego] Master/Psionic While equipped: Stats +4 Str dps ---------- Phys.pwr +8 (+2 eff.) ----- def ----- Armour +2 HP.reg +4.00 ---------- misc Stam/turn +0.50 Max.stam +14.00 Unarmed combat: Power 19.5 - 21.5 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: 10% Nightmare 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +7 (+2 eff.) Melee+ 8 temporal Ranged+ 10 temporal Dmg.mod +3% temporal ----- def ----- Armour +2 Fatigue +3% Resists +5% temporal Unarmed combat: Power 24.0 - 33.6 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Hit: * 7% chance to gain 10% of a turn (3/turn limit) Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +3 Fatigue +5% Resists +5% fire +5% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Cun +7 Dex dps ---------- Phys.pwr +10 (+3 eff.) Apr +6 ----- def ----- Armour +1 Fatigue +1% Resists +6% mind ---------- misc Light +1 A cap made of leather. |
![]() 9.0 T2 light armor [Ego+] Master While equipped: Stats +4 Str +4 Dex ----- def ----- Armour +4 Defense +10 (+5 eff.) Fatigue +7% Phys.save +10 (+5 eff.) A suit of armour made of leather. |
![]() 9.0 T2 light armor [Ego+] Master While equipped: Stats +3 Str +4 Dex ----- def ----- Armour +4 Defense +9 (+5 eff.) Fatigue +7% Resists +5% physical Phys.save +15 (+8 eff.) A suit of armour made of leather. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Random Unique] Master When used to Attack: Power 12.5 - 15.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +82 While equipped: Stats +3 Str +2 Dex dps ---------- Res.pen +5% lightning Acc +6 (+2 eff.) ----- def ----- Armour +5 Fatigue +8% Resists +12% blight +11% physical +3% nature +5% arcane ---------- 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 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 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 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 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 [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% Resists +3% mind +5% arcane Die.at -40.00 life ---------- misc Psi/ret +0.16 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Rare] Arcane While equipped: Stats +2 Str +2 Dex +1 Mag dps ---------- Phys.crit +1.0% Spell.crit +4% ----- def ----- Defense +5 (+3 eff.) Resists +2% physical ---------- misc Max.mana +23.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 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. |
![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +1 Cun +2 Dex ----- def ----- Resists +12% acid +3% darkness +3% blight Max.HP +44.00 ---------- 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. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 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 172 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. |
![]() 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 Arcb the Halfling Arcane Blade level 22
5th Regrowth 123rd year of Ascendancy at 12:05 see stats
By Arcb the Halfling Arcane Blade level 18
1st Haze 122nd year of Ascendancy at 20:36 see stats
By Arcb the Halfling Arcane Blade level 22
5th Regrowth 123rd year of Ascendancy at 20:15 see stats
By Arcb the Halfling Arcane Blade level 10
6th Flare 122nd year of Ascendancy at 00:25 see stats
By Arcb the Halfling Arcane Blade level 20
30th Haze 122nd year of Ascendancy at 18:22 see stats
By Arcb the Halfling Arcane Blade level 20
62nd Haze 122nd year of Ascendancy at 19:36 see stats
By Arcb the Halfling Arcane Blade level 6
5th Mirth 122nd year of Ascendancy at 06:16 see stats
By Arcb the Halfling Arcane Blade level 20
62nd Haze 122nd year of Ascendancy at 09:39 see stats
By Arcb the Halfling Arcane Blade level 13
12nd Dusk 122nd year of Ascendancy at 21:13 see stats
By Arcb the Halfling Arcane Blade level 20
62nd Haze 122nd year of Ascendancy at 02:18 see stats
By Arcb the Halfling Arcane Blade level 21
1st Regrowth 123rd year of Ascendancy at 14:08 see stats
By Arcb the Halfling Arcane Blade level 14
21st Dusk 122nd year of Ascendancy at 06:42 see stats
Log
Melee retaliation killed Mecharachnid flame thrower!
Arcb picks up (W.): quartz.
Talent Virulent Disease is ready to use.
Resting starts...
The shield around Arcb crumbles.
Talent Inner Power is ready to use.
Rested for 18 turns (stop reason: all resources and life at maximum).
Resting starts...
Talent Rush is ready to use.
Rested for 17 turns (stop reason: all resources and life at maximum).
Ran for 12 turns (stop reason: at door).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Today is the 13rd Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
There is a way up here (press '' or right click to use).
Ran for 20 turns (stop reason: at exit).
There is a Entrance the tinker's master cave here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Today is the 14th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:18.