












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Ashes of Urh'Rok 1.5.0Official 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 1.5.0Donators/Buyers bonus! Select First Escort 1.5.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Embers of Rage 1.5.0Official 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:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Better Item Description 1.5.5This 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 |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Halfling |
Class | Wyrmic |
Level / Exp | 37 / 90% |
Size | small |
Lifes / Deaths | Killed by Isisekira the blue ooze at level 18 on the 48th Haze 122nd year of Ascendancy at 00:51 1 / 6Killed by multi-hued drake at level 33 on the 15th Haze 123rd year of Ascendancy at 09:09 Killed by Gomildavea the elder vampire at level 34 on the 20th Haze 123rd year of Ascendancy at 08:51 Killed by Neradhebeth the saw horror at level 36 on the 35th Haze 123rd year of Ascendancy at 12:28 Killed by Belira the patchwork troll at level 37 on the 48th Haze 123rd year of Ascendancy at 16:38 Killed by Belira the patchwork troll at level 37 on the 48th Haze 123rd year of Ascendancy at 18:47 |
Antimagic | Follower |
Primary Stats
Strength | 47 (base 32) |
Dexterity | 35 (base 10) |
Constitution | 17 (base 11) |
Magic | 13 (base 10) |
Willpower | 95.957077413294 (base 60) |
Cunning | 84.087442736632 (base 60) |
Resources
Life | 1064/1064 |
Steam | 100/100 |
Stamina | 423/423 |
Equilibrium | 33 |
Healing Factor | 1.8161497326203 |
Regeneration | 4.0863368983957 |
Speed
Mental | +12.02863780958% |
Attack | +12.02863780958% |
Movement | +32.60995032651% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 8 |
Infravision | 12 |
See Stealth | 29 |
See Invisible | 25 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major, humanoid/orc |
Offense: Mainhand
Damage | 146 |
Accuracy | 66 |
Crit Chance | 41% |
APR | 92 |
Speed | 0.89 |
Offense: Offhand
Damage | 111 |
Accuracy | 66 |
Crit Chance | 40% |
APR | 77 |
Speed | 0.89 |
Offense: Spell
Spellpower | 6.5 |
Crit Chance | 25% |
Speed | 1 |
Offense: Mind
Mindpower | 73 |
Crit Chance | 59% |
Speed | 0.8926289023524 |
Offense: Damage Bonus
Acid | +14% |
Blight | +30% |
Physical | +16% |
Cold | +6% |
All | 0% |
Lightning | +43% |
Light | +12% |
Mind | +28% |
Fire | +16% |
Nature | +4% |
Offense: Damage Penetration
Lightning | +68% |
Acid | +12% |
Darkness | +20% |
Cold | +12% |
Physical | +22% |
Mind | +20% |
Fire | +12% |
Defense: Base
Armour (hardiness) | 52.551211628464 (74.117647058824%) |
Defense | 21 |
Ranged Defense | 21 |
Fatigue | 23 |
Physical Save | 38 |
Spell Save | 54 |
Mental Save | 65 |
Defense: Resistances
Acid | + 39%( 70%) |
Blight | + 48%( 70%) |
Arcane | + 10%( 70%) |
Cold | + 37%( 70%) |
All | + 10%( 70%) |
Darkness | + 21%( 70%) |
Lightning | + 47%( 70%) |
Physical | + 20%( 70%) |
Mind | + 29%( 70%) |
Fire | + 28%( 70%) |
Nature | + 47%( 70%) |
Defense: Immunities
Stun Resistance | 26% |
Confusion Resistance | 14% |
Blind Resistance | 50% |
Instadeath Resistance | 100% |
Knockback Resistance | 56% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 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 or physical effect and reduce all damage taken by 11% for 6 turns. Also removes cross-tier effects of the affected types for free. |
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 522 life over 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 279 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 568 life over 5 turns. Its effects scale with your Cunning stat. |
Class Talents
Wild-gift / Cold drake aspect | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Wild-gift / Sand drake aspect | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fire drake aspect | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 2/5 |
Wild-gift / Storm drake aspect | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Venom drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.10 |
| 4/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 3/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Harmony | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Prodigies
| 1/1 |
Effects
talent | Wild Growth |
talent | Psiblades |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Earth's Eyes (+1 level(s)). | done |
You failed to protect the injured seer from death by Isisekira the blue ooze. Escort: injured seer (level 3 of Old Forest) | failed |
You failed to protect the lost sun paladin from death by slimy ooze. Escort: lost sun paladin (level 2 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved Willpower by +2. | 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 talent Evasion (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire) | done |
You failed to protect the lost warrior from death by Belanne the lesser vampire. Escort: lost warrior (level 4 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you improved talent Vitality (+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 Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
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. | 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. You have been shown a secret entrance to his stronghold. | done |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of precision. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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! | done |
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 within11 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! You 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 | ![]() 3.0 T3 feet armor [Rare] Master While equipped: Stats +3 Dex +2 Con ----- def ----- Armour +20 Fatigue +3% Die.at -40.00 life ---------- misc Infravis +1 Telepathy Demon/Minor Demon/Major Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +6% lightning Res.pen +20% lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Blind- +24% Confus- +14% ---------- misc Light +6 Infravis +3 See.Stealth +9 See.Invis +5 Telepathy Humanoid/Orc Track: Puts all charms on 40 cooldown Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 33 for 5 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 T3 head armor [Ego++] Nature/Master While equipped: Stats +7 Str +6 Dex ----- def ----- Armour +3 Fatigue +3% Resists +7% nature Spell.save +7 (+2 eff.) Max.HP +65.00 Heal.mod +15% ---------- misc Infravis +8 Sight +2 See.Stealth +20 See.Invis +20 Blind-Fight: No penalty when attacking invisible/stealthed A cap made of leather. |
On hands | ![]() 1.5 T5 hands armor [Unique] Disrupt/Master While equipped: dps ---------- Mind.crit +5% Mind.pwr +12 (+3 eff.) ----- def ----- Armour +8 Defense +6 (+3 eff.) Spell.save +15 (+5 eff.) ---------- misc Light +1 Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 173.00 arcane damage and stunned). Uses 100 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Tool | ![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Dex dps ---------- Crit.mult +25.00% Phys.pwr +4 (+1 eff.) Mind.pwr +2 (+1 eff.) Mov.spd +10% ----- def ----- Spell.save +6 (+2 eff.) Knockbk- +5% ---------- misc Max.psi +30.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +30% blight +18% mind Res.pen +10% mind Melee Ret 12 mind ----- def ----- Resists +9% mind +9% blight Max.HP +61.00 HP.reg +0.80 Heal.mod +19% Rings can have magical properties. |
On fingers | ![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) HP.leech%% +15% HP.leech +30% You won the Ring of Blood trial, and this is your reward. |
Around neck | ![]() 0.1 T5 amulet jewelry [Random Unique] Master While equipped: Stats +7 Str +8 Dex +10 Wil dps ---------- Crit.mult +16.00% S.pwr/crit +4 Res.pen +5% darkness Acc +8 (+2 eff.) Apr +16 ----- def ----- Phys.save +18 (+7 eff.) Spell.save +19 (+6 eff.) Mind.save +19 (+4 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Mana/s.crit +3.00 Amulets can have magical properties. |
In main hand | ![]() 3.0 T5 mindstar 1H weapon [Unique] Nature/Psionic Power 127% Range: 1.1x Uses 112% Wil, 37% Cun Dmg Dreamforge Mastery Psiblades Acc uses Wil Apr +76 Crit +5.0% Atk.spd 100% While equipped: Stats +7 Cun +11 Wil dps ---------- Mind.crit +8% Phys.pwr +10 (+2 eff.) Mind.pwr +30 (+7 eff.) Melee+ 30 dreamforge Dmg.mod +10% physical +10% mind +10% fire Res.pen +10% mind +10% physical Acc +10 (+3 eff.) ----- def ----- Resists +5% physical +5% mind +15% fire ---------- misc Masteries +0.20 Psionic/Dream Forge +0.20 Psionic/Dream Smith Forge Bellows: Level 3.6 Pwr.cost 24 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 49.30 mind damage, 44.76 burning damage, and knocking back your enemies in a radius 4 cone. Empty terrain may be changed (50% chance) for 3 turns into forge walls, which block movement and inflict 4.34 mind and 3.94 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. |
Around waist | ![]() 1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
In off hand | ![]() 3.0 T4 mindstar 1H weapon [Random Unique] Nature This natural mindstar summons a caller. This natural lightning should be returned to the wyrm. Power 108% Range: 1.1x Uses 84% Wil, 47% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +61 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Str +3 Dex +3 Mag +4 Wil +6 Cun +3 Con dps ---------- Mind.crit +9% Mind.pwr +26 (+7 eff.) Dmg.mod +8% acid +12% light +13% lightning Res.pen +11% lightning +15% darkness Melee Ret 8 lightning ----- def ----- Resists +9% lightning +12% darkness ---------- misc Equi/ret +1.20 Light +1 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. |
Cloak | ![]() 2.0 T3 cloak armor [Random Unique] Nature/Psionic While equipped: Stats +6 Wil dps ---------- On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Defense +2 (+1 eff.) Resists +11% nature +13% blight Mind.save +34 (+8 eff.) HP.reg +1.20 Heal.mod +12% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 T2 massive armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +18% lightning Res.pen +25% lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +9 Defense +4 (+2 eff.) Fatigue +22% Resists +24% acid +7% mind +24% lightning Mind.save +15 (+3 eff.) A suit of armour made of metal plates. |
Inventory
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 164% efficiency and cooldown mod of 78%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 193% efficiency and cooldown mod of 87%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 152% efficiency and cooldown mod of 51%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T3 amulet jewelry [Random Unique] Nature/Disrupt/Master While equipped: Stats +5 Con ----- def ----- Armour +2 Defense +9 (+4 eff.) Rng.Def +9 (+4 eff.) Resists +6% light +15% blight +3% cold +10% nature +3% mind Spell.save +3 (+1 eff.) Poison- +34% Disease- +24% ---------- misc Masteries +0.24 Technique/Combat veteran Amulets can have magical properties. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +12% lightning Stun/Frz- +21% Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +18% mind ----- def ----- Resists +5% arcane +13% cold +12% mind +14% fire Phys.save +7 (+3 eff.) Max.HP +34.00 HP.reg +1.20 Confus- +24% Amulets can have magical properties. |
![]() 0.1 T2 ring jewelry [Rare] Psionic While equipped: dps ---------- Res.pen +25% nature On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +6% blight +15% darkness +6% lightning Spell.save +20 (+6 eff.) Mind.save +7 (+1 eff.) Confus- +32% Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+3 eff.) HP.reg +0.15 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() 0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Str +8 Con dps ---------- Phys.pwr +6 (+1 eff.) Dmg.mod +12% lightning +6% temporal ----- def ----- Resists +27% lightning Phys.save +6 (+3 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: ----- def ----- Armour +6 Resists +2% physical +6% darkness +6% mind Crit.dmg- 15.00% Max.HP +24.00 Disarm- +22% Pinning- +50% Knockbk- +29% Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) HP.reg +0.80 Stun/Frz- +21% Rings can have magical properties. |
![]() 1.0 T2 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 1.0 T3 belt armor [Random Unique] Nature/Master While equipped: Stats +4 Str +4 Con dps ---------- Phys.crit +5.0% Crit.mult +7.00% Phys.pwr +10 (+2 eff.) Res.pen +25% mind ----- def ----- Armour +9 Defense +8 (+4 eff.) Resists +9% lightning Phys.save +26 (+9 eff.) Blind- +10% Poison- +10% ---------- misc Size +1 A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +21% acid Melee Ret 8 acid On Hit (Melee): * Slows global speed by 30% ----- def ----- Defense +2 (+1 eff.) Resists +9% nature +9% acid Max.HP +41.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Ego] Master While equipped: Stats +2 Str +3 Con ----- def ----- Armour +7 Defense +2 (+1 eff.) Resists +13% cold 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 feet armor [Rare] Psionic While equipped: Stats +5 Con +4 Wil dps ---------- Mind.pwr +6 (+2 eff.) Dmg.mod +21% light Res.pen +7% physical Melee Ret 16 light 8 darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +3 Fatigue +3% Resists +6% darkness Blindside: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 14 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() 1.5 T3 hands armor [Rare] Master While equipped: Stats +8 Str +3 Wil +10 Con dps ---------- Res.pen +5% darkness Melee Ret 8 darkness ----- def ----- Armour +2 Disarm- +28% ---------- misc Infravis +2 Telepathy Demon/Minor Demon/Major Masteries +0.20 Technique/Grappling Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T3 hands armor [Random Unique] Disrupt/Master/Psionic While equipped: Stats +3 Str +3 Dex +4 Cun dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 15 mind 15 darkness Dmg.mod +3% light +6% darkness On Hit (Melee): * 14% chance to cause random gloom * 15% chance to inflict 15% damage reduction On Melee Ret: * 21% chance to reduce effective powers by 20% * 21 arcane resource burn ----- def ----- Armour +2 Phys.save +8 (+3 eff.) Spell.save +16 (+5 eff.) Mind.save -12 (-3 eff.) ---------- misc Cooldown Double Strike -1 Ruined Earth: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 3.0 T4 head armor [Unique] Master Kroltar's power resides in his scales. While equipped: Stats +5 Str +5 Wil +5 Con -4 Lck dps ---------- Dmg.mod +10% physical +10% fire ----- def ----- Armour +9 Defense +5 (+2 eff.) Fatigue +10% ---------- misc Masteries +0.20 Wild-gift/Fire drake aspect Bellowing Roar: Level 3.9 Pwr.cost 45 out of 45/45. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You let out a powerful roar that sends your foes into utter confusion for 3 turns in a radius of 6. The sound wave is so strong, your foes also take 126.46 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
![]() 2.0 T3 head armor [Random Unique] Master While equipped: Stats +9 Str +4 Dex +6 Con dps ---------- Phys.pwr +4 (+1 eff.) Dmg.mod +3% nature ----- def ----- Armour +3 Fatigue +3% Resists +6% nature A cap made of leather. |
![]() 3.0 T3 head armor [Ego] Nature While equipped: ----- def ----- Armour +4 Fatigue +4% Resists +8% cold ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +21% nature Res.pen +10% nature On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +1 Fatigue +1% Resists +6% nature ---------- misc Stam/ret +1.10 Equi/ret +1.10 Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 Blind-Fight: No penalty when attacking invisible/stealthed A cap made of leather. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 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 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) 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 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 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 +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature 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 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+2 eff.) ---------- misc Light +5 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). Release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 234.00 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
![]() 2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +1 Infravis +6 Cleanse your mind of up to 2 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +2 Str +2 Con dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +6% acid +12% physical ----- def ----- Mind.save +6 (+1 eff.) Max.HP +30.00 ---------- misc Stam/turn +0.40 Light +2 See.Stealth +7 See.Invis +7 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
![]() 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. |
![]() 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 +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 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 Wee Laddie the Halfling Wyrmic level 36
43rd Haze 123rd year of Ascendancy at 06:23 see stats
By Wee Laddie the Halfling Wyrmic level 35
22nd Haze 123rd year of Ascendancy at 10:20 see stats
By Wee Laddie the Halfling Wyrmic level 17
35th Haze 122nd year of Ascendancy at 10:26 see stats
By Wee Laddie the Halfling Wyrmic level 9
12nd Dusk 122nd year of Ascendancy at 17:59 see stats
By Wee Laddie the Halfling Wyrmic level 33
13rd Haze 123rd year of Ascendancy at 17:41 see stats
By Wee Laddie the Halfling Wyrmic level 22
63rd Haze 122nd year of Ascendancy at 23:35 see stats
By Wee Laddie the Halfling Wyrmic level 30
72nd Dusk 123rd year of Ascendancy at 15:04 see stats
By Wee Laddie the Halfling Wyrmic level 36
36th Haze 123rd year of Ascendancy at 12:55 see stats
By Wee Laddie the Halfling Wyrmic level 24
3rd Decay 122nd year of Ascendancy at 07:48 see stats
By Wee Laddie the Halfling Wyrmic level 10
18th Dusk 122nd year of Ascendancy at 05:08 see stats
By Wee Laddie the Halfling Wyrmic level 20
56th Haze 122nd year of Ascendancy at 01:00 see stats
By Wee Laddie the Halfling Wyrmic level 30
48th Dusk 123rd year of Ascendancy at 16:37 see stats
By Wee Laddie the Halfling Wyrmic level 12
41st Dusk 122nd year of Ascendancy at 23:31 see stats
By Wee Laddie the Halfling Wyrmic level 37
48th Haze 123rd year of Ascendancy at 01:52 see stats
By Wee Laddie the Halfling Wyrmic level 29
47th Dusk 123rd year of Ascendancy at 05:41 see stats
By Wee Laddie the Halfling Wyrmic level 10
18th Dusk 122nd year of Ascendancy at 05:40 see stats
By Wee Laddie the Halfling Wyrmic level 12
46th Dusk 122nd year of Ascendancy at 01:26 see stats
By Wee Laddie the Halfling Wyrmic level 24
70th Haze 122nd year of Ascendancy at 00:53 see stats
By Wee Laddie the Halfling Wyrmic level 17
8th Haze 122nd year of Ascendancy at 20:43 see stats
By Wee Laddie the Halfling Wyrmic level 34
21st Haze 123rd year of Ascendancy at 07:08 see stats
Log
You pickup 0.50 gold pieces.
Wee Laddie tries to swallow Venom drake hatchling!
Wee Laddie performs a melee critical strike against Venom drake hatchling!
Venom drake hatchling is on fire!
Venom drake hatchling resists the dream forge!
Wee Laddie is invigorated by the attack!
Wee Laddie is invigorated by the attack!
Wee Laddie hits Venom drake hatchling for 851 nature, 10 mind, 4 fire, 346 nature (1210 total damage).
Venom drake hatchling hits Wee Laddie for 3 acid, 3 acid, 152 healing (5 total damage) [152 healing].
Wee Laddie killed Venom drake hatchling!
You pickup 2.90 gold pieces.
Wee Laddie no longer feels strong.
Wee Laddie stops regenerating health quickly.
There is a previous level here (press '' or right click to use).
Talent Swallow is ready to use.
Resting starts...
Wee Laddie is no longer attuned.
Talent Infusion: Regeneration is ready to use.
Talent Dissolve is ready to use.
Talent Pain Enhancement System is ready to use.
Rested for 8 turns (stop reason: all resources and life at maximum).
Wee Laddie deactivates Wild Growth.
Wee Laddie deactivates Psiblades.