











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Select First Escort 1.7.0Creates 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 1.7.4Official 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 1.7.2This 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 Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Cornac |
Class | Arcane Blade |
Level / Exp | 25 / 7% |
Size | medium |
Lifes / Deaths | Killed by Xeruldaleth the cutpurse at level 22 on the 51st Haze 122nd year of Ascendancy at 05:03 5 / 1 |
Primary Stats
Strength | 30 (base 20) |
Dexterity | 25 (base 10) |
Constitution | 11 (base 10) |
Magic | 70 (base 55) |
Willpower | 10 (base 10) |
Cunning | 49 (base 39) |
Resources
Life | 762/762 |
Mana | 129/129 |
Stamina | 163/163 |
Healing Factor | 1.0097162075846 |
Regeneration | 1.2621452594807 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +31.20512205326% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 5 |
See Stealth | 33.294708266768 |
See Invisible | 33.294708266768 |
Offense: Mainhand
Damage | 52 |
Accuracy | 42 |
Crit Chance | 24% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 51 |
Crit Chance | 43% |
Speed | 1 |
Offense: Mind
Mindpower | 26 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +35% |
Light | +10% |
Nature | +19% |
Mind | +24% |
Fire | +12% |
All | 0% |
Offense: Damage Penetration
Lightning | +35% |
Light | +10% |
Physical | +5% |
Defense: Base
Armour (hardiness) | 38.228395341036 (56.297102139833%) |
Defense | 20 |
Ranged Defense | 31 |
Fatigue | 0 |
Physical Save | 22 |
Spell Save | 28 |
Mental Save | 22 |
Defense: Resistances
Acid | + 11%( 70%) |
Blight | + 3%( 70%) |
Arcane | + 5%( 70%) |
Cold | + 8%( 70%) |
All | 0%( 70%) |
Lightning | + 42%( 70%) |
Light | + 32%( 70%) |
Mind | + 15%( 70%) |
Fire | + 30%( 70%) |
Nature | + 20%( 70%) |
Defense: Immunities
Stun Resistance | 99% |
Pinning Resistance | 100% |
Knockback Resistance | 40% |
Disarm Resistance | 20% |
Instadeath Resistance | 100% |
Blind Resistance | 20% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 662% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 95 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. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (47 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 and reflecting at most 450 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 358 damage for 3 turns. Its effects scale with your Magic stat. |
Class Talents
Spell / Air | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Magical combat | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Staff combat | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 0/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Stone Skin |
talent | Arcane Combat |
talent | Feather Wind |
talent | Shock Hands |
talent | Arcane Feed |
talent | Thunderstorm |
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 Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Old Forest. Escort: lost tinker (level 1 of Old Forest)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed naga tongue. * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * You've found the needed ice ant stinger. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed warg claw. * You've found the needed length of troll intestine. | 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 within5 lumberjacks have died. | 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 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +3 Defense +5 (+3 eff.) Fatigue +2% Resists +3% acid +6% fire +3% lightning Spell.save +3 (+1 eff.) Max.HP +60.00 Pinning- +20% ---------- misc Stam/turn +0.40 Max.stam +11.00 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 [Ego] Nature/Master While equipped: ----- def ----- 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 +15% lightning +12% fire Res.pen +20% lightning Melee Ret 8 mind On Hit (Melee): * 20% chance to reduce armor by 35% ----- def ----- Defense +1 (+1 eff.) Resists +18% fire A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +15% nature On Hit (Melee): * 20% chance to slow global speed by 44% ----- def ----- Resists +3% acid +3% cold +12% nature Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 22 cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +15% mind Res.pen +5% physical ----- def ----- Resists +3% blight +15% mind +12% light Die.at -80.00 life Blind- +20% Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: dps ---------- Phys.pwr +7 (+2 eff.) Spell.pwr +8 (+3 eff.) Mind.pwr +6 (+3 eff.) Dmg.mod +10% light Res.pen +15% lightning ----- def ----- Resists +9% lightning +20% light +5% arcane HP.reg +1.00 Stun/Frz- +23% Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 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. |
In main hand | ![]() 5.0 T2 staff 2H weapon [Random Unique] Master 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 +21% Crit.mult +37.00% Spell.pwr +6 (+2 eff.) Dmg.mod +15% lightning Res.pen +10% light ----- def ----- Resists +12% lightning +3% nature ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T2 hands armor [Ego+] Nature/Master While equipped: Stats +1 Con dps ---------- Melee+ 6 nature Dmg.mod +4% nature ----- def ----- Armour +2 Resists +5% nature Phys.save +10 (+5 eff.) Spell.save +5 (+2 eff.) Mind.save +5 (+3 eff.) Disarm- +20% Unarmed combat: Power 113% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +4 physical On Crit.r2 +5 nature On Hit: 10% Juggernaut 1 On Hit: 10% Venomous Breath 3 Juggernaut: (Instant) Puts all charms on 26 cooldown Level 5.2 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 36% and provides a 21% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +17 Defense +3 (+2 eff.) Fatigue +12% Max.HP +21.00 A suit of armour made of mail. |
Cloak | ![]() 2.0 T3 cloak armor [Random Unique] Nature While equipped: dps ---------- Mind.crit +1% Crit.mult +10.00% ----- def ----- Defense +2 (+1 eff.) Resists +5% acid +6% fire +7% lightning +5% cold Max.HP +80.00 ---------- misc Hate/m.crit +5.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +9% mind ----- def ----- Resists +11% lightning Stun/Frz- +21% ---------- misc Max.hate +4.00 Max.psi +10.00 Amulets make your neck look great! |
Inventory
![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+2 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 51 power out of 60/60 The evilness of undeath radiates from this amulet. |
![]() 0.1 T1 amulet jewelry [Rare] Psionic While equipped: Stats +4 Str +2 Wil +2 Cun dps ---------- Mind.pwr +6 (+3 eff.) ----- def ----- Crit.dmg- 5.00% Mind.save +6 (+3 eff.) Confus- +11% ---------- misc Infravis +2 See.Invis +3 Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 10% chance to slow global speed by 44% ----- def ----- Resists +6% blight +6% nature +6% mind +6% darkness Mind.save +3 (+2 eff.) Poison- +12% Disease- +12% 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 +7 (+4 eff.) Max.HP +23.00 Disarm- +21% Pinning- +20% Knockbk- +21% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+3 eff.) Blind- +21% ---------- misc Infravis +3 See.Stealth +5 See.Invis +5 Rings make your fingers look great! |
![]() 1.0 T3 dagger 1H weapon [Ego++] Nature/Master Power 116% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +8 Wil +10 Con dps ---------- Phys.pwr +5 (+1 eff.) Res.pen +7% physical ----- def ----- Max.HP +50.00 Disarm- +16% Sharp, short and deadly. |
![]() 3.0 T3 mindstar 1H weapon Reqs Wil 24 [Random Unique] Nature/Psionic Power 96% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Str +4 Dex +6 Wil +6 Cun dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Dmg.mod +7% nature +4% physical Res.pen +4% nature +4% physical ----- def ----- Resists +4% nature +4% physical Spell.save +4 (+2 eff.) ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Wild-gift/Harmony 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 T2 staff 2H weapon [Unique] Arcane Power 113% Range: 1.2x Uses 130% Mag Dmg Arcane Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% Dmg.conv 50% blight While equipped: dps ---------- Spell.crit +4% Spell.pwr +14 (+5 eff.) Dmg.mod +18% arcane +18% blight ----- def ----- Resists +10% arcane +10% blight Affinity +20% arcane Create 2 living shards of crystal to serve you for 10 turns. Uses 39 power out of 45/45 This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
![]() 5.0 T2 staff 2H weapon [Rare] Master 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: Stats +2 Str +4 Dex +5 Wil dps ---------- Spell.crit +9% Crit.mult +13.00% Spell.pwr +6 (+2 eff.) Dmg.mod +24% acid ----- def ----- Resists +6% darkness ---------- misc Infravis +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 1H weapon [Ego+] Master Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Spell.crit +6% Phys.pwr +7 (+2 eff.) Spell.pwr +14 (+5 eff.) Dmg.mod +20% cold Acc +7 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Ego] Arcane Power 135% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +14 (+5 eff.) Dmg.mod +29% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Cun +4 Dex ----- def ----- Resists +6% fire +9% nature +12% cold A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Str +1 Con dps ---------- Dmg.mod +9% mind Melee Ret 2 mind ----- def ----- Resists +6% lightning +6% temporal ---------- misc Light +3 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Psionic While equipped: Stats +4 Cun +3 Con dps ---------- Mind.pwr +3 (+1 eff.) Melee Ret 4 fire ----- def ----- Resists +9% lightning Crit.dmg- 5.00% Phys.save +5 (+2 eff.) A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Max.HP +30.00 Heal.mod +15% Silence- +20% Disarm- +10% Knockbk- +10% A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Dex +3 Cun +3 Con dps ---------- Res.pen +15% arcane ----- def ----- Defense +7 (+4 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 cloth armor [Rare] Psionic While equipped: Stats +5 Str dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) Dmg.mod +3% blight Acc +15 (+5 eff.) ----- def ----- Resists +7% all Mind.save +17 (+9 eff.) ---------- misc Stam/turn +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +3 Cun +3 Con dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +3 Resists +6% acid +6% lightning Phys.save +16 (+8 eff.) Spell.save +15 (+7 eff.) Mind.save +10 (+5 eff.) Silence- +20% A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Ego+] Arcane/Master While equipped: Stats +1 Cun +2 Con dps ---------- Mov.spd +25% ----- def ----- Armour +1 Phys.save +11 (+5 eff.) Mind.save +11 (+6 eff.) A pair of boots made of leather. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +12% acid +12% nature Res.pen +15% acid +10% nature Acc +14 (+5 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +12% acid +6% nature Unarmed combat: Power 122% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +8 Apr +9 Crit +14.0% Atk.spd 83% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +3% light +9% darkness Res.pen +15% darkness Melee Ret 4 darkness ----- def ----- Armour +3 Fatigue +3% Resists +3% acid +9% light A cap made of leather. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +8 Str +2 Wil +2 Con ----- def ----- Armour +4 Fatigue +4% Resists +3% acid Crit.dmg- 15.00% ---------- misc Infravis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +12% lightning ----- def ----- Defense +1 (+1 eff.) Resists +24% lightning +6% temporal A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +6% mind ----- def ----- Armour +1 Fatigue +1% Resists +3% mind +6% cold Cut- +20% Pinning- +10% ---------- misc Breathe water A cap made of leather. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% Resists +17% lightning A suit of armour made of mail. |
![]() 9.0 T1 light armor [Rare] Master While equipped: Stats +2 Wil +7 Con dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 15% ----- def ----- Armour +2 Defense +3 (+2 eff.) Fatigue +6% Resists +19% cold A suit of armour made of leather. |
![]() 9.0 T3 light armor [Unique] Master While equipped: Stats +5 Wil +4 Con ----- def ----- Armour +7 Defense +6 (+3 eff.) Fatigue +7% Resists +35% nature Crit.dmg- 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
![]() 9.0 T3 light armor [Ego++] Master/Psionic While equipped: Stats +5 Cun +5 Dex ----- def ----- Armour +15 Defense +20 (+10 eff.) Fatigue +8% Mind.save +12 (+6 eff.) A suit of armour made of leather. |
![]() 7.0 T1 shield armor Reqs Shield usage training [Rare] Arcane When used to Attack: Power 96% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +61 Melee+ +11 fire While equipped: Stats +2 Str dps ---------- Dmg.mod +9% mind Melee Ret 3 fire ----- def ----- Armour +2 Fatigue +8% Resists +10% fire +3% light +6% nature ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 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 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +5 Con dps ---------- Acc +25 (+8 eff.) Melee Ret 8 mind ----- def ----- Resists +6% fire ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Str ----- def ----- Resists +6% darkness +5% fire While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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 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 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. |
![]() 2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +6% lightning +6% cold Res.pen +5% nature ----- def ----- Resists +12% lightning +3% cold ---------- 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. |
![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +6% nature Res.pen +5% nature ----- def ----- Max.HP +41.00 ---------- misc Psi/ret +0.16 Light +3 Infravis +1 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 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 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 120% of the healing done. This effect scales with your Magic stat.. Uses 64 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T1 totem charm [Rare] Nature While equipped: Stats +1 Str +2 Dex ---------- misc Stam/turn +3.00 Infravis +2 Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 13 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T1 totem charm [Rare] Nature While equipped: Stats +3 Wil +1 Mag ----- def ----- Die.at -60.00 life HP.reg +2.00 Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 248 Base Damage: 115 Armor: 6 All Resist: 4 Puts all charms on 22 cooldown 100% to increase all damage by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 26 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By AhCrap... the Cornac Arcane Blade level 13
14th Dusk 122nd year of Ascendancy at 03:50 see stats
By AhCrap... the Cornac Arcane Blade level 10
10th Mirth 122nd year of Ascendancy at 20:04 see stats
By AhCrap... the Cornac Arcane Blade level 20
39th Haze 122nd year of Ascendancy at 15:43 see stats
By AhCrap... the Cornac Arcane Blade level 19
3rd Haze 122nd year of Ascendancy at 09:34 see stats
By AhCrap... the Cornac Arcane Blade level 14
26th Dusk 122nd year of Ascendancy at 22:46 see stats
By AhCrap... the Cornac Arcane Blade level 7
1st Mirth 122nd year of Ascendancy at 02:51 see stats
By AhCrap... the Cornac Arcane Blade level 8
2nd Mirth 122nd year of Ascendancy at 03:22 see stats
By AhCrap... the Cornac Arcane Blade level 9
8th Mirth 122nd year of Ascendancy at 01:53 see stats
By AhCrap... the Cornac Arcane Blade level 19
39th Haze 122nd year of Ascendancy at 05:51 see stats
Log
You gain 0.90 gold from the transmogrification of acidic pouch of iron shots of accuracy (21/21, 113% power, 1 apr).
You gain 19.12 gold from the transmogrification of Lavawasp (12/12, 121% power, 7 apr).
You gain 4.40 gold from the transmogrification of crackling dwarven-steel shield (0 def, 6 armour, 136% power, 79 block).
You gain 3.24 gold from the transmogrification of radiant dwarven-steel mail armour (3 def, 8 armour).
You gain 20.95 gold from the transmogrification of Glittersage the iron gauntlets (0 def, 1 armour).
You gain 4.55 gold from the transmogrification of timebroken linen robe of corrosion (+18%) (0 def, 0 armour).
You gain 18.78 gold from the transmogrification of steel waraxe 'Obsidianhunter' (108% power, 3 apr).
You gain 1.15 gold from the transmogrification of flaming iron waraxe of massacre (118% power, 2 apr).
You gain 23.56 gold from the transmogrification of Hotar (115% power, 2 apr).
You gain 2.43 gold from the transmogrification of potent ash magestaff of might (118% power, 3 apr, arcane element).
You gain 18.09 gold from the transmogrification of Blindspiker the cured leather sling.
You gain 3.47 gold from the transmogrification of elemental dwarven-steel longsword (128% power, 4 apr).
You gain 0.50 gold from the transmogrification of steel greatsword (129% power, 2 apr).
You gain 3.89 gold from the transmogrification of steel dagger of evisceration (105% power, 6 apr).
You gain 1.30 gold from the transmogrification of biting gale rune (damage 60; dur 4; cd 22).
You gain 0.96 gold from the transmogrification of regeneration infusion (heal 154; 13 cd).
You gain 0.67 gold from the transmogrification of healing infusion (heal 57; cd 11).
There is a way to the next level here (press '' or right click to use).
AhCrap... wears (replacing Crystal Shard (113% power, 4 apr, physical element)): potent elven-wood magestaff (135% power, 5 apr, lightning element).
AhCrap... wears (replacing potent elven-wood magestaff (135% power, 5 apr, lightning element)): Splendourwisp (111% power, 3 apr, lightning element) =crit=.
Resting starts...
Talent Infusion: Movement is ready to use.
Talent Command Staff is ready to use.
Talent Rune: Shielding is ready to use.
Rested for 30 turns (stop reason: all resources and life at maximum).
The furious lightning storm around AhCrap... calms down and disappears.