










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.7.4Donators/Buyers bonus! ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: 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:
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game 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:
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 Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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 | Madness Roguelike |
Sex | Male |
Race | Cornac |
Class | Adventurer |
Level / Exp | 18 / 62% |
Size | medium |
Lifes / Deaths | Killed by Yvobeth the sandworm at level 18 on the 75th Dusk 122nd year of Ascendancy at 03:51 / 1 |
Primary Stats
Strength | 19 (base 12) |
Dexterity | 19 (base 12) |
Constitution | 17 (base 12) |
Magic | 64 (base 46) |
Willpower | 16 (base 12) |
Cunning | 56 (base 32) |
Resources
Mana | 13/261 |
Psi | 72/106 |
Vim | 158/173 |
Life | -138/710 |
Paradox | 1097 |
Stamina | 32/186 |
Hate | 100/100 |
Healing Factor | 1.112941519274 |
Regeneration | 8.0688260147363 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +12% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 4 |
Offense: Mainhand
Damage | 25 |
Accuracy | 46 |
Crit Chance | 33% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 55 |
Crit Chance | 29% |
Speed | 1 |
Offense: Mind
Mindpower | 28 |
Crit Chance | 20% |
Speed | 1 |
Offense: Damage Bonus
Acid | +6% |
Physical | +3% |
Cold | +11% |
All | 0% |
Darkness | +6% |
Mind | +4% |
Lightning | +47% |
Fire | +11% |
Nature | +3% |
Offense: Damage Penetration
Lightning | +10% |
Cold | +20% |
Physical | +10% |
Defense: Base
Armour (hardiness) | 22 (51.69962066283%) |
Defense | 46 |
Ranged Defense | 46 |
Fatigue | 0 |
Physical Save | 23 |
Spell Save | 27 |
Mental Save | 39 |
Defense: Resistances
Acid | + 20%( 70%) |
Blight | + 17%( 70%) |
Physical | + 13%( 70%) |
Mind | + 17%( 70%) |
All | + 12%( 70%) |
Lightning | + 41%( 70%) |
Temporal | + 26%( 70%) |
Fire | + 39%( 70%) |
Cold | + 36%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Confusion Resistance | 23% |
Pinning Resistance | 22% |
Silence Resistance | 0% |
Instadeath Resistance | 100% |
Knockback Resistance | 25% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 316 life over 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 23% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 168 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
Technique / Magical combat | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Rampage | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Psi-fighting | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Flux | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Enhancement | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Spell / Aegis | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Demonic strength | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Mobility | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| 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. | 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 2 of Ruins of Kor'Pul. Escort: lost tinker (level 2 of Ruins of Kor'Pul)As a reward you gained knowledge of tinker technology. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 |
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
Psionic focus | ![]() 5.0 T2 staff 1H weapon [Ego+] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Spell.crit +6% Spell.pwr +11 (+3 eff.) Melee+ 20 arcane Dmg.mod +15% lightning ----- def ----- Phys.save +7 (+4 eff.) Spell.save +6 (+3 eff.) Mind.save +7 (+2 eff.) ---------- misc Max.mana +29.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +3 Con dps ---------- Phys.crit +2.0% ----- def ----- Defense +15 (+5 eff.) Phys.save +3 (+2 eff.) Max.HP +43.00 ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning +11% cold +6% darkness ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +9% acid +16% cold Max.HP +80.00 Heal.mod +5% A pointy cloth hat, very wizardly... |
On feet | ![]() 2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Res.pen +5% lightning ----- def ----- Armour +3 Defense +10 (+4 eff.) Resists +6% blight Die.at -60.00 life HP.reg +2.00 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Infravis +2 A pair of boots made of leather. |
Tool | ![]() 2.0 T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T1 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +1 Str +1 Dex +7 Mag +1 Wil +7 Cun +1 Con dps ---------- Phys.crit +2.0% Spell.pwr +11 (+3 eff.) Acc +15 (+5 eff.) ----- def ----- Defense +10 (+4 eff.) Mind.save +6 (+2 eff.) Confus- +23% ---------- misc Stam/turn +2.00 Max.stam +10.00 Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +1 Str +1 Dex +6 Mag +3 Wil +3 Cun +1 Con dps ---------- Mov.spd +12% Dmg.mod +11% fire Acc +6 (+2 eff.) ----- def ----- Defense +5 (+2 eff.) Resists +22% fire Mind.save +4 (+1 eff.) ---------- misc Infravis +2 Blinding Speed: Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 29% for 5 turns. Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +9 Lck +1 Cun dps ---------- Dmg.mod +3% physical Acc +5 (+1 eff.) Apr +2 ----- def ----- Defense +5 (+2 eff.) Fatigue -5% Resists +13% temporal Unseen.red 11% HP.reg +1.00 Pinning- +22% Knockbk- +25% ---------- misc Stam/turn +2.00 Max.stam +10.00 Amulets make your neck look great! |
In main hand | ![]() 5.0 T1 staff 2H weapon [Rare] Master Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Crit.mult +11.00% Spell.pwr +3 (+1 eff.) Dmg.mod +10% lightning Res.pen +10% physical ----- def ----- Resists +3% temporal Phys.save +3 (+2 eff.) Max.HP +100.00 Stun/Frz- +20% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T1 hands armor [Rare] Psionic While equipped: Stats +3 Cun dps ---------- Melee+ 5 mind Dmg.mod +6% lightning +4% mind +6% acid Res.pen +5% lightning ----- def ----- Armour +1 Resists +6% mind +12% lightning Unarmed combat: Power 90% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Crit.r2 +6 mind On Hit: 20% Psychic Lobotomy 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% nature Res.pen +20% cold On Hit (Melee): * 10% chance to slow global speed by 45% * 20 arcane resource burn ----- def ----- Resists +6% lightning Max.HP +30.00 A belt that goes around your waist. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: ----- def ----- Armour +12 Defense +1 (+1 eff.) Resists +11% cold +9% fire +1% physical Die.at -60.00 life HP.reg +4.00 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. |
Main armor | ![]() 2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) Dmg.mod +10% lightning ----- def ----- Resists +15% lightning +9% all Mind.save +15 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 152 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 19% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1196% for 10 turns (30 total) and instantly restoring 60 mana. Also when resting your mana will regenerate at 0.5 per turn. 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 15 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 114 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 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 create a protective shield absorbing at most 313 damage for 4 turns. 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 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 amulet jewelry [Ego+] Arcane/Nature While equipped: Stats +1 Mag dps ---------- S.pwr/crit +3 ----- def ----- Resists +12% light +12% darkness Blind- +20% ---------- misc Mana/turn +0.14 Max.mana +21.00 Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego+] Master While equipped: Stats +3 Dex +4 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +1.00 ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
![]() 0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +1 Str +1 Dex +6 Mag +6 Wil +1 Cun +1 Con dps ---------- Spell.pwr +6 (+2 eff.) Rings make your fingers look great! |
![]() 3.0 T1 greatsword 2H weapon [Ego+] Master Power 113% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% While equipped: Stats +2 Dex dps ---------- Phys.spd +10% Acc +7 (+2 eff.) Massive two-handed swords. |
![]() 4.0 T1 longbow 2H weapon [Ego] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 While equipped: Stats +3 Str dps ---------- Phys.pwr +9 (+4 eff.) Longbows are used to shoot arrows at your foes. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +5 Dex +3 Mag dps ---------- Dmg.mod +15% darkness Res.pen +5% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 16% ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% HP.reg +2.00 ---------- misc Stam/turn +0.60 A suit of armour made of mail. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +2 (+1 eff.) Acc +10 (+3 eff.) ----- def ----- Resists +9% fire Spell.save +5 (+3 eff.) Die.at -40.00 life ---------- misc Size +1 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Dex +4 Cun +6 Lck ----- def ----- Resists +3% darkness Stealth +6 Max.HP +20.00 Silence- +10% Confus- +20% ---------- misc T.Disarm +7 Infravis +4 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +2 Con dps ---------- Phys.crit +1.0% Dmg.mod +6% physical ----- def ----- Defense +8 (+3 eff.) Resists +9% cold Stealth +5 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Ego] Master While equipped: Stats +2 Str +1 Con ----- def ----- Defense +7 (+3 eff.) Phys.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Str +1 Wil +5 Cun dps ---------- Phys.crit +4.0% Phys.pwr +4 (+2 eff.) Apr +4 ----- def ----- Armour +1 Resists +3% temporal Silence- +20% A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Random Unique] Master While equipped: Stats +2 Cun +3 Con dps ---------- Res.pen +10% light ----- def ----- Armour +3 Fatigue -11% Phys.save +28 (+14 eff.) Mind.save +12 (+4 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.enc +48 Light +3 A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Dmg.mod +12% nature Res.pen +20% cold Melee Ret 2 temporal 2 cold ----- def ----- Armour +3 Fatigue +2% Resists +3% nature +3% cold Disengage: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +4 Str dps ---------- Phys.pwr +7 (+3 eff.) ----- def ----- Armour +2 Fatigue +3% Unarmed combat: Power 130% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +2 Str +3 Con dps ---------- Dmg.mod +3% lightning +3% physical Res.pen +10% acid Apr +2 ----- def ----- Armour +1 Fatigue +1% Die.at -60.00 life A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +6 Dex +2 Cun dps ---------- Dmg.mod +3% darkness Res.pen +5% darkness Melee Ret 2 temporal ----- def ----- Armour +1 Fatigue +1% Def/telep +15 Res/telep +15% Dur/telep +15% A hat made of leather. Very stylish. |
![]() 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 (+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. |
![]() 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 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. |
![]() 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 T1 lite [Rare] Nature While equipped: Stats +4 Dex dps ---------- Dmg.mod +3% mind Acc +5 (+1 eff.) On Hit (Melee): * 10% chance to reduce armor by 37% ----- def ----- Defense +10 (+4 eff.) Phys.save +6 (+3 eff.) Heal.mod +12% ---------- 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 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +6% acid ----- def ----- Fatigue -5% Resists +3% lightning +12% blight Disarm- +10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 219/400 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. |
Achievements
By illegal damage the Cornac Adventurer level 10
7th Dusk 122nd year of Ascendancy at 11:54 see stats
By illegal damage the Cornac Adventurer level 12
52nd Dusk 122nd year of Ascendancy at 21:24 see stats
By illegal damage the Cornac Adventurer level 18
68th Dusk 122nd year of Ascendancy at 11:10 see stats
By illegal damage the Cornac Adventurer level 10
40th Dusk 122nd year of Ascendancy at 23:37 see stats
By illegal damage the Cornac Adventurer level 7
2nd Dusk 122nd year of Ascendancy at 14:29 see stats
By illegal damage the Cornac Adventurer level 16
65th Dusk 122nd year of Ascendancy at 13:21 see stats
Log
Gigantic sandworm tunneler cover of leaves falls apart.
Illegal damage stops bleeding.
Illegal damage is no longer rampaging.
Illegal damage slows down.
Talent Infusion: Wild is ready to use.
Talent Arcane Strike is ready to use.
illegal damage converts damage to paradox!
Thorn Grab from Yvobeth the sandworm hits illegal damage for (5 abyssal shield), (4 converted), 10 nature (10 total damage).
Illegal damage's Beyond the Flesh hits Shadow for 35 physical, 33 arcane, 15 lightning, 33 arcane, 9 mind (124 total damage).
Illegal damage casts Arcane Strike.
illegal damage hits Shadow for 23 arcane, 33 arcane (56 total damage).
illegal damage killed Shadow!
Gigantic sandworm tunneler rushes out!
Gigantic sandworm tunneler misses illegal damage.
Illegal damage casts Lightning.
Illegal damage's spell attains critical power!
You collect a new ingredient: sandworm tooth (1).
illegal damage converts damage to paradox!
Thorn Grab from Yvobeth the sandworm hits illegal damage for (6 abyssal shield), (4 converted), 9 nature (9 total damage).
Illegal damage's Beyond the Flesh hits Gigantic sandworm tunneler for 33 physical, 0 arcane, 18 lightning, 41 arcane, 11 mind, 1062 lightning (1164 total damage).
Illegal damage's Beyond the Flesh killed Gigantic sandworm tunneler!
Yvobeth the sandworm uses Willful Strike.
Yvobeth the sandworm's mind surges with critical power!
illegal damage reacts to damage from Yvobeth the sandworm, mitigating the blow!.
illegal damage converts damage to paradox!
Yvobeth the sandworm hits illegal damage for (6 abyssal shield), (162 reacted , -5 stam), (110 converted), 256 physical (256 total damage).
illegal damage the level 18 cornac adventurer was maimed to death by Yvobeth the sandworm on level 1 of Sandworm lair.
Space restabilizes around you.