












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Nekarcos's Quality of Life 01: Effect Display (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Halfling |
Class | Skirmisher |
Level / Exp | 23 / 60% |
Size | small |
Lifes / Deaths | Killed by The Shade at level 6 on the 3rd Mirth 122nd year of Ascendancy at 05:37 0 / 6Killed by Binia the human at level 14 on the 8th Haze 122nd year of Ascendancy at 23:26 Killed by fearful symmetry at level 18 on the 40th Haze 122nd year of Ascendancy at 03:29 Killed by Urkis, the High Tempest at level 20 on the 66th Haze 122nd year of Ascendancy at 08:27 Killed by Urkis, the High Tempest at level 21 on the 4th Allure 123rd year of Ascendancy at 05:00 Killed by luminous horror at level 23 on the 33rd Regrowth 123rd year of Ascendancy at 22:14 |
Primary Stats
Strength | 24 (base 14) |
Dexterity | 60 (base 45) |
Constitution | 33 (base 15) |
Magic | 10 (base 10) |
Willpower | 20 (base 11) |
Cunning | 57 (base 40) |
Resources
Life | -12/607 |
Stamina | 5/203 |
Healing Factor | 1.2989294477288 |
Regeneration | 12.274883281037 |
Speed
Mental | -1.1102230246252E-14% |
Attack | 0% |
Movement | +30% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
See Stealth | 14 |
See Invisible | 13 |
Offense: Mainhand
Damage | 93 |
Accuracy | 61 |
Crit Chance | 29% |
APR | 14 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 10 |
Crit Chance | 20% |
Speed | 1 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 20% |
Speed | 1 |
Offense: Damage Bonus
Physical | +18% |
All | 0% |
Nature | +23% |
Offense: Damage Penetration
Physical | +15% |
Defense: Base
Armour (hardiness) | 50 (94.687909656376%) |
Defense | 66 |
Ranged Defense | 66 |
Fatigue | 0 |
Physical Save | 30 |
Spell Save | 28 |
Mental Save | 35 |
Defense: Resistances
Acid | + 12%( 70%) |
Blight | + 13%( 70%) |
Physical | + 8%( 70%) |
Cold | + 23%( 70%) |
All | + 7%( 70%) |
Lightning | + 20%( 70%) |
Temporal | + 16%( 70%) |
Mind | + 16%( 70%) |
Fire | + 13%( 70%) |
Nature | + 44%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Confusion Resistance | 11% |
Instadeath Resistance | 100% |
Poison Resistance | 20% |
Blind Resistance | 20% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 467 life over 5 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 11 Travel Speed: 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 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your Cunning 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 154 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 221 damage for 4 turns. Its effects scale with your Cunning stat. |
Class Talents
Cunning / Poisons | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Called Shots | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Buckler Training | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 2/5 |
Generic Talents
Cunning / Survival | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Daikara. Escort: temporal explorer (level 1 of Daikara)As a reward you improved talent Foresight (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Constitution by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 83. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 serendipity. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed chunk of ghoul flesh. * You've found the needed pouch of bone giant dust. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within12 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | ![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Str +4 Cun dps ---------- Dmg.mod +12% physical ----- def ----- Armour +12 Fatigue +3% Resists +8% lightning +7% temporal Phys.save +6 (+3 eff.) ---------- misc Equi/ret +0.08 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 3.0 T3 shot ammo [Rare] Arcane Power 143% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +10 Crit +5.0% Capacity 23 Proj.spd +200% On Hit.r1 +8 darkness On Crit.r2 +12 darkness On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: ---------- misc Reload +4 Shots are used with slings to pummel your foes to death. |
Light source | ![]() 2.0 T1 lite [Ego+] Master/Psionic While equipped: ----- def ----- Mind.save +5 (+3 eff.) Blind- +20% Confus- +11% ---------- misc Light +6 See.Stealth +14 See.Invis +13 Track: Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 21 for 6 turns. The radius will increase with your Cunning. 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 +2 Cun +1 Con dps ---------- Crit.mult +10.00% Dmg.mod +6% physical Res.pen +15% physical Apr +4 ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
On hands | ![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Tool | ![]() 2.0 T1 totem charm [Rare] Nature While equipped: ----- def ----- Resists +1% physical +3% mind +3% temporal HP.reg +4.00 Stun/Frz- +20% Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown 100% to increase all damage penetration by 13% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +6 Str +1 Cun +7 Con dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +18% nature ----- def ----- Resists +30% nature Spell.save +12 (+6 eff.) ---------- misc Equi/ret +0.08 Max.stam +12.00 Rings make your fingers look great! |
On fingers | ![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 108.99 You won the Ring of Blood trial, and this is your reward. |
Around neck | ![]() 0.1 T1 amulet jewelry [Ego+] Master While equipped: Stats +4 Dex +3 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -4% HP.reg +2.00 ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
In main hand | ![]() 4.0 T3 sling 1H weapon [Unique] Nature Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: Stats +10 Lck dps ---------- Phys.crit +5.0% Mov.spd +20% ----- def ----- Defense +10 (+2 eff.) ---------- misc Masteries +0.20 Cunning/Survival Inertial Shot: Level 3.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
Around waist | ![]() 1.0 T1 belt armor [Ego+] Arcane/Master While equipped: ----- def ----- Defense +8 (+2 eff.) Resists +6% blight Stealth +6 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
In off hand | ![]() 7.0 T3 shield armor Reqs Shield usage training [Ego+] Nature When used to Attack: Power 138% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +70 While equipped: ----- def ----- Armour +6 Fatigue +8% Resists +5% acid +6% fire +6% lightning +5% cold ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T1 cloak armor [Ego+] Master While equipped: ----- def ----- Armour +10 Defense +7 (+2 eff.) Resists +12% cold Phys.save +12 (+6 eff.) Spell.save +11 (+5 eff.) Mind.save +12 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 T3 light armor [Ego+] Nature/Psionic While equipped: ----- def ----- Armour +6 Defense +9 (+2 eff.) Fatigue +8% Resists +6% mind Mind.save +12 (+6 eff.) Max.HP +42.00 HP.reg +3.20 Heal.mod +12% A suit of armour made of leather. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 397 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 82 with a minimum range of 15. 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 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 104 with a minimum range of 15. 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] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +3% acid Res.pen +5% lightning ----- def ----- Defense +10 (+2 eff.) Resists +15% lightning Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 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 9.89 cold and 11.68 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 T1 ring jewelry [Unique] Arcane While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +11% light +3% cold Melee Ret 8 nature On Hit (Melee): * 20% chance to slow global speed by 46% ----- def ----- Resists +22% light Silence- +25% ---------- misc Mana/turn +0.14 Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Resists +22% fire Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +6 (+3 eff.) Spell.save +7 (+3 eff.) Mind.save +7 (+4 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +7 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Max.HP +20.00 Disarm- +20% Pinning- +20% Knockbk- +20% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Rings make your fingers look great! |
![]() 5.0 T3 greatmaul 2H weapon [Ego] Disrupt Power 154% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% While equipped: ----- def ----- Resists +13% acid +16% lightning +12% cold +13% fire +6% all Spell.save +10 (+5 eff.) Massive two-handed mauls. |
![]() 5.0 T3 greatmaul 2H weapon [Ego+] Nature Power 151% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% While equipped: Stats +12 Con +10 Wil ----- def ----- Max.HP +17.00 Massive two-handed mauls. |
![]() 3.0 T3 greatsword 2H weapon Reqs Str 40 [Unique] Nature/Master Power 152% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +18.0% Atk.spd 100% Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con ----- def ----- D.Red.from +15% Orc HP.reg +0.50 ---------- misc Stam/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
![]() 3.0 T3 mace 1H weapon [Ego] Arcane/Master Power 143% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Blunt and deadly. |
![]() 3.0 T3 mace 1H weapon [Ego++] Arcane/Master Power 133% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +6 blight On Hit: 20% Epidemic 3 On Hit: * 5% chance to reduce strength, dexterity, and constitution by 6 On Crit: * Wound the target dealing 162 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +7 (+2 eff.) ----- def ----- Disease- +19% Blunt and deadly. |
![]() 3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 85% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Melee+ +8 arcane On Crit.r2 +20 arcane While equipped: Stats +4 Cun dps ---------- Mind.crit +2% Crit.mult +10.00% Mind.pwr +4 (+2 eff.) Dmg.mod +6% light +12% fire ----- def ----- Resists +5% arcane ---------- 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. |
![]() 5.0 T3 staff 2H weapon Reqs Mag 24 [Rare] Arcane Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Cun dps ---------- Spell.crit +3% Spell.pwr +12 (+11 eff.) Mind.pwr +10 (+5 eff.) Dmg.mod +21% light +32% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon Reqs Mag 16 [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 ---------- Spell.crit +2% Spell.pwr +12 (+11 eff.) S.pwr/crit +6 Dmg.mod +15% blight ---------- misc Talents +1 Command Staff Conjure elemental energy in a radius 4 cone, dealing 12.12 to 14.55 blight damage Puts all charms on 8 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T2 waraxe 1H weapon [Rare] Master Power 109% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Crit.r2 +4 acid On Hit: * 20% chance to reduce armor by 15% While equipped: dps ---------- Res.pen +6% all Acc +10 (+3 eff.) Apr +7 On Hit (Melee): * 20% chance to slow global speed by 46% * 10 arcane resource burn ----- def ----- Resists +9% nature +3% lightning One-handed war axes. |
![]() 3.0 T2 waraxe 1H weapon [Ego+] Master Power 106% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Phys.pwr +6 (+2 eff.) Res.pen +7% physical ----- def ----- Disarm- +15% One-handed war axes. |
![]() 1.0 T1 belt armor [Ego] Nature/Master While equipped: ----- def ----- Defense +8 (+2 eff.) Stealth +6 HP.reg +0.60 Heal.mod +10% A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +4 Cun +2 Wil dps ---------- Mind.crit +6% Dmg.mod +6% arcane Melee Ret 4 temporal ----- def ----- Defense +2 (+0 eff.) Resists +6% lightning +9% darkness Stun/Frz- +20% Knockbk- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T2 cloak armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +6 (+6 eff.) Dmg.mod +5% physical ----- def ----- Resists +5% physical ---------- misc Masteries +0.20 Chronomancy/Gravity +0.20 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Level 1.0 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Entomb yourself in a wall of stone for 3 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 42.56 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
![]() 2.0 T1 cloak armor [Ego] Master While equipped: Stats +2 Cun +1 Dex ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Ego] Arcane While equipped: ----- def ----- Defense +1 (+0 eff.) Spell.save +5 (+2 eff.) Mind.save +5 (+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 T3 cloak armor [Ego++] Arcane/Master While equipped: Stats +3 Cun +2 Dex dps ---------- Acc +4 (+1 eff.) Apr +4 ----- def ----- Defense +2 (+0 eff.) Resists +10% darkness +10% temporal Def/telep +10 Res/telep +12% Dur/telep +10% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown 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 [Ego++] Arcane/Psionic While equipped: Stats +2 Mag +4 Wil +2 Cun dps ---------- Mind.crit +5% ----- def ----- Defense +1 (+0 eff.) Spell.save +6 (+3 eff.) ---------- misc Max.mana +43.00 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 cloth armor [Rare] Nature While equipped: dps ---------- Phys.crit +1.0% Dmg.mod +11% nature Res.pen +15% physical ----- def ----- Resists +16% nature +7% all Phys.save +3 (+1 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% mind +12% cold On Hit (Melee): * 20% chance to reduce all saves and defense by 20 ----- def ----- Armour +3 Resists +17% lightning +9% temporal +12% mind A pair of boots made of leather. |
![]() 2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+0 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 48% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +3 (+1 eff.) Mov.spd +25% Apr +7 ----- def ----- Armour +4 Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +2 Cun +4 Wil ----- def ----- Armour +4 Fatigue +3% Phys.save +7 (+3 eff.) Spell.save +7 (+3 eff.) Mind.save +5 (+3 eff.) 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 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% physical ----- def ----- Armour +1 Resists +5% cold +5% fire +1% physical Poison- +10% A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +6% fire Melee Ret 2 fire ----- def ----- Armour +1 Fatigue -5% Phys.save +6 (+3 eff.) ---------- misc Max.enc +21 Psi/ret +0.04 Max.hate +2.00 Max.psi +20.00 A pair of boots made of leather. |
![]() 1.0 T1 hands armor [Ego] Psionic While equipped: ----- def ----- Armour +1 HP.reg +2.00 ---------- misc Stam/turn +0.60 Max.stam +10.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Str dps ---------- Dmg.mod +12% darkness Res.pen +20% darkness Melee Ret 8 darkness 4 cold On Hit (Melee): * 20% chance to reduce damage dealt by 17% ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +1 Fatigue +1% Resists +5% fire +6% cold A cap made of leather. |
![]() 9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+4 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 25 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 38.27 to 114.82 lightning damage (76.55 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
![]() 9.0 T2 light armor [Ego] Disrupt/Psionic While equipped: ----- def ----- Armour +4 Defense +6 (+1 eff.) Fatigue +7% Resists +12% blight +12% nature +6% mind Mind.save +12 (+6 eff.) A suit of armour made of leather. |
![]() 9.0 T2 light armor [Ego] Arcane/Nature While equipped: ----- def ----- Armour +4 Defense +6 (+1 eff.) Fatigue +7% Resists +6% arcane Spell.save +12 (+6 eff.) HP.reg +3.20 ---------- misc Stam/turn +1.10 A suit of armour made of leather. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Rare] Nature When used to Attack: Power 134% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +78 Phasing +30% While equipped: Stats +6 Str +4 Wil ----- def ----- Armour +6 Fatigue +8% Resists +13% nature +14% blight Mind.save +12 (+6 eff.) ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 3.0 T3 arrow ammo [Rare] Psionic Power 142% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 17 Ranged+ +20 temporal On Hit.r1 +20 mind On Crit.r2 +8 mind +16 fire On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns 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 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 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. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
![]() 1.0 T3 lite [Ego] Master While equipped: ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 T2 shot ammo [Ego++] Master Power 127% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +2 Crit +16.5% Capacity 18 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 162 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 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. |
![]() 2.0 T3 wand charm [Ego+] Arcane Create a shield absorbing up to 260 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to reduce fatigue by 26% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T2 wand charm [Ego+] Arcane Create a shield absorbing up to 188 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage by 16% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 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 summpoof the Halfling Skirmisher level 21
25th Regrowth 123rd year of Ascendancy at 08:19 see stats
By summpoof the Halfling Skirmisher level 13
7th Dusk 122nd year of Ascendancy at 11:36 see stats
By summpoof the Halfling Skirmisher level 18
31st Haze 122nd year of Ascendancy at 13:01 see stats
By summpoof the Halfling Skirmisher level 18
40th Haze 122nd year of Ascendancy at 20:34 see stats
By summpoof the Halfling Skirmisher level 10
1st Summertide 122nd year of Ascendancy at 12:18 see stats
By summpoof the Halfling Skirmisher level 20
47th Haze 122nd year of Ascendancy at 05:36 see stats
By summpoof the Halfling Skirmisher level 20
54th Haze 122nd year of Ascendancy at 21:33 see stats
By summpoof the Halfling Skirmisher level 19
45th Haze 122nd year of Ascendancy at 03:57 see stats
By summpoof the Halfling Skirmisher level 8
3rd Mirth 122nd year of Ascendancy at 21:33 see stats
By summpoof the Halfling Skirmisher level 8
5th Mirth 122nd year of Ascendancy at 11:27 see stats
By summpoof the Halfling Skirmisher level 17
26th Haze 122nd year of Ascendancy at 04:42 see stats
Log
Summpoof is no longer evading attacks.
Isledamira the luminous horror casts Barrier.
A shield forms around Isledamira the luminous horror.
Luminous horror misses summpoof.
Isledamira the luminous horror stops bleeding.
Isledamira the luminous horror is no longer pinned.
Deadly Poison from Summpoof hits Isledamira the luminous horror for (56 absorbed), 0 nature (0 total damage).
Bleeding from Summpoof hits Isledamira the luminous horror for (10 absorbed), 0 physical (0 total damage).
Acid Splash from Summpoof hits Isledamira the luminous horror for (6 absorbed), 0 acid (0 total damage).
Luminous horror casts Firebeam.
Luminous horror hits summpoof for 23 fire damage.
Isledamira the luminous horror casts Searing Light.
Summpoof tries to evade attacks.
Luminous horror casts Firebeam.
Isledamira the luminous horror hits summpoof for 85 light damage.
Luminous horror hits summpoof for 23 fire damage.
Luminous horror casts Barrier.
A shield forms around luminous horror.
Isledamira the luminous horror's light area effect hits summpoof for 43 light damage.
Isledamira the luminous horror is no longer poisoned.
Isledamira the luminous horror is free from the acid.
Deadly Poison from Summpoof hits Isledamira the luminous horror for (56 absorbed), 0 nature (0 total damage).
Talent Infusion: Regeneration is ready to use.
Isledamira the luminous horror casts Firebeam.
Isledamira the luminous horror hits summpoof for 26 fire damage.
Luminous horror casts Searing Light.
Luminous horror hits summpoof for 69 light damage.
summpoof the level 23 halfling skirmisher was radiated to death by a luminous horror on level 1 of Ruined Dungeon.