










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. 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 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: 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 | Shalore |
Class | Anorithil |
Level / Exp | 24 / 43% |
Size | medium |
Lifes / Deaths | Killed by Vorabremira the dozing poison ivy at level 12 on the 30th Dusk 122nd year of Ascendancy at 15:28 1 / 6Killed by Porinor the bee swarm at level 17 on the 55th Dusk 122nd year of Ascendancy at 07:40 Killed by bandit at level 18 on the 67th Dusk 122nd year of Ascendancy at 20:39 Killed by dreaming horror at level 24 on the 53rd Haze 122nd year of Ascendancy at 13:27 Killed by Ivemina the skeleton magus at level 24 on the 58th Haze 122nd year of Ascendancy at 00:03 Killed by SILA_NOCHI_SILA_DNYA at level 24 on the 58th Haze 122nd year of Ascendancy at 00:08 |
Primary Stats
Strength | 11 (base 11) |
Dexterity | 13 (base 10) |
Constitution | 33 (base 25) |
Magic | 63 (base 53) |
Willpower | 13 (base 10) |
Cunning | 35 (base 30) |
Resources
Life | 649/649 |
Mana | 253/253 |
Negative | 119/119 |
Positive | 119/119 |
Healing Factor | 1.2889294477288 |
Regeneration | 17.078315182407 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Offense: Mainhand
Damage | 23 |
Accuracy | 19 |
Crit Chance | 17% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 48 |
Crit Chance | 46% |
Speed | 1 |
Offense: Mind
Mindpower | 21 |
Crit Chance | 17% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +12% |
Lightning | +9% |
Fire | +3% |
All | 0% |
Offense: Damage Penetration
Nature | +20% |
Acid | +5% |
Light | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 41.551211628464 (73.607947236566%) |
Defense | 11 |
Ranged Defense | 11 |
Fatigue | 16 |
Physical Save | 45 |
Spell Save | 36 |
Mental Save | 35 |
Defense: Resistances
Blight | + 43%( 70%) |
Arcane | + 11%( 70%) |
All | + 6%( 70%) |
Lightning | + 23%( 70%) |
Light | + 15%( 70%) |
Temporal | + 24%( 70%) |
Physical | + 37%( 70%) |
Darkness | + 27%( 70%) |
Nature | + 9%( 70%) |
Defense: Immunities
Disarm Resistance | 46% |
Silence Resistance | 21% |
Confusion Resistance | 21% |
Stun Resistance | 84% |
Pinning Resistance | 40% |
Instadeath Resistance | 100% |
Blind Resistance | 21% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 239 damage for 4 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -262 life. The duration and life will increase by 1% for every 1% life you have lost (currently 262 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 491% 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 Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 142 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Class Talents
Celestial / Eclipse | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Celestial / Twilight | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 4/5 |
Celestial / Star fury | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Sunlight | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Celestial / Hymns | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Celestial / Chants | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 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 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You failed to protect the lost defiler from death by Isloriarin the wolf. Escort: lost defiler (level 3 of Trollmire) | failed |
You failed to protect the repented thief from death by Aduna the snow giant thunderer. Escort: repented thief (level 1 of Daikara) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Track (+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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * 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 |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsUngrol 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 minotaur nose. * You've found the needed ice wyrm tooth. * '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.' | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 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 [Ego+] Arcane While equipped: ----- def ----- Armour +3 Fatigue +2% Silence- +21% Confus- +21% Stun/Frz- +21% 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] Nature While equipped: ----- def ----- Resists +5% arcane +3% nature Phys.save +15 (+5 eff.) Max.HP +42.00 HP.reg +4.00 ---------- misc Psi/ret +0.08 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Res.pen +15% light ----- def ----- Armour +4 Fatigue +4% Resists +12% darkness +12% temporal Phys.save +13 (+4 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 T3 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 220 physical damage Puts all charms on 11 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego+] Nature/Master While equipped: ----- def ----- Fatigue -5% Max.HP +49.00 HP.reg +7.00 Heal.mod +11% ---------- misc Max.enc +22 Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Ego+] Arcane/Master While equipped: Stats +3 Cun +3 Mag dps ---------- Spell.pwr +6 (+2 eff.) ----- def ----- HP.reg +2.00 Stun/Frz- +23% Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Str +2 Dex +1 Cun ----- def ----- Resists +6% lightning +7% temporal +3% physical Phys.save +9 (+3 eff.) ---------- misc Stam/turn +1.00 A belt that goes around your waist. |
In main hand | ![]() 5.0 T2 staff 2H weapon [Unique] Arcane/Nature Power 15.0 - 18.0 Nature Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +15 (+5 eff.) ----- def ----- Resists +40% blight +30% physical Affinity +20% physical Spell.save +15 (+6 eff.) Disease- +50% ---------- misc Talents +1 Command Staff Cure up to 5 diseases or poisons (based on Magic). Uses 10 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: dps ---------- Dmg.mod +12% darkness Res.pen +5% acid Acc +12 (+6 eff.) Melee Ret 4 acid On Hit (Melee): * 10% chance to reduce armor by 34% ----- def ----- Armour +6 Fatigue +3% Phys.save +11 (+3 eff.) Mind.save +23 (+9 eff.) Max.HP +49.00 Disarm- +46% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 17.0 T3 massive armor Reqs Massive armour training Str 28 [Unique] Arcane/Master While equipped: Stats +5 Mag +5 Con ----- def ----- Armour +20 Defense +8 (+8 eff.) Fatigue +12% Phys.save +12 (+4 eff.) Spell.save +12 (+5 eff.) Mind.save +12 (+6 eff.) Silence- +0% Confus- +0% Pinning- +40% Stun/Frz- +40% Status resistances shift over time to match the statuses you are being hit by. The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% lightning +3% fire Res.pen +20% nature ----- def ----- Defense +1 (+1 eff.) Resists +12% lightning Max.HP +32.00 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 [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +10% light +11% darkness Blind- +21% Amulets make your neck look great! |
Inventory
![]() 0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 11% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 257 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. |
![]() 0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 64.00 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. 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 23 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 127.60 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Willpower 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 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 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 14%, your defense is increased by 14 and all your resistances by 14%. Its effects scale with your Willpower 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 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 13 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 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 16%, your defense is increased by 16 and all your resistances by 16%. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 239 damage for 4 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Res.pen +5% lightning +5% darkness ----- def ----- Resists +12% fire +6% darkness +10% cold Cut- +10% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +3 Str +2 Con dps ---------- Melee Ret 4 temporal ----- def ----- Resists +15% lightning +12% acid Crit.dmg- 15.00% Stun/Frz- +31% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc See.Invis +6 Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +7 (+7 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +6 (+3 eff.) ----- def ----- Armour +6 Rings make your fingers look great! |
![]() 5.0 T2 greatmaul 2H weapon Reqs Str 16 [Rare] Arcane Power 32.0 - 48.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 138 damage over 5 turns and reducing armor and accuracy by 18 While equipped: dps ---------- Acc +15 (+8 eff.) ----- def ----- Crit.dmg- 15.00% Blind- +20% Knockbk- +20% ---------- misc Stam/turn +3.00 Massive two-handed mauls. |
![]() 4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Normal] Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Longbows are used to shoot arrows at your foes. |
![]() 3.0 T2 longsword 1H weapon Reqs Str 16 [Rare] Master Power 13.0 - 18.2 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Crit: * Wound the target dealing 15 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +8.0% Phys.pwr +8 (+8 eff.) Dmg.mod +6% temporal ----- def ----- Resists +6% acid +12% fire +9% cold Max.HP +40.00 Heal.mod +20% Stun/Frz- +20% Sharp, long, and deadly. |
![]() 3.0 T2 longsword 1H weapon Reqs Str 16 [Ego] Arcane Power 16.5 - 23.1 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 83 damage Sharp, long, and deadly. |
![]() 3.0 T2 longsword 1H weapon Reqs Str 16 [Ego] Disrupt Power 13.0 - 18.2 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Against +5% Unnatural On Hit: * 10 arcane resource burn While equipped: Stats +1 Wil Sharp, long, and deadly. |
![]() 4.0 T2 sling 1H weapon Reqs Dex 16 Shoot [Rare] Master Acc+ +0.2% base dam (max 20%) Crit +2.0% Atk.spd 100% Range +7 Proj.spd +200% While equipped: Stats +3 Str +3 Con dps ---------- Phys.pwr +8 (+8 eff.) Dmg.mod +18% physical ----- def ----- Defense +15 (+12 eff.) ---------- misc Infravis +3 See.Invis +9 Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 T2 staff 2H weapon [Random Unique] Arcane/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Crit.mult +11.00% Spell.pwr +12 (+4 eff.) Dmg.mod +15% darkness ----- def ----- Resists +7% darkness +7% temporal Mind.save +6 (+3 eff.) Stun/Frz- +20% Def/telep +13 Res/telep +10% Dur/telep +14% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag 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 +6 (+2 eff.) Dmg.mod +15% arcane ----- def ----- Armour +8 Defense +6 (+6 eff.) ---------- misc Wards +3 arcane Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T2 waraxe 1H weapon Reqs Str 16 [Rare] Arcane Power 11.5 - 16.1 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +8 blight +7 cold While equipped: Stats +5 Wil +2 Mag dps ---------- Spell.pwr +20 (+6 eff.) Dmg.mod +9% arcane Melee Ret 8 lightning One-handed war axes. |
![]() 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+9 eff.) Resists +30% nature +11% all Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() 2.0 T2 cloth armor [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +7% temporal +13% physical Res.pen +7% temporal +7% physical Melee Ret 10 light ----- def ----- Resists +18% cold +12% light +9% all Anom.red +9 ---------- misc Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun +6 Wil dps ---------- Mind.crit +1% ----- def ----- Armour +3 Defense +10 (+9 eff.) Fatigue +2% Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) ---------- misc Equi/ret +0.04 Light +3 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] Nature While equipped: Stats +2 Str +1 Dex dps ---------- Acc +15 (+8 eff.) ----- def ----- Armour +1 Resists +5% lightning +5% temporal ---------- misc Max.hate +2.00 A pair of boots made of leather. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +1 Str dps ---------- Res.pen +25% light ----- def ----- Armour +1 Defense +10 (+9 eff.) Fatigue +1% Die.at -80.00 life HP.reg +2.00 ---------- misc Stam/turn +0.60 Max.stam +13.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 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. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +5 Str +4 Dex +3 Cun dps ---------- Phys.pwr +6 (+6 eff.) ----- def ----- Armour +2 Fatigue +3% Phys.save +6 (+2 eff.) ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T2 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Cun +3 Con dps ---------- Melee+ 8 darkness Dmg.mod +5% darkness +18% cold Acc +7 (+4 eff.) ----- def ----- Armour +2 Resists +8% darkness +6% cold Phys.save +29 (+9 eff.) Spell.save +3 (+2 eff.) Mind.save +11 (+5 eff.) Disarm- +52% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 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 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Ego+] Psionic While equipped: dps ---------- Mind.pwr +6 (+3 eff.) Melee+ 10 mind 12 darkness On Hit (Melee): * 13% chance to reduce all saves and defense by 15 ----- def ----- Armour +2 Mind.save -14 (-7 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. 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% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +4 Str +3 Wil dps ---------- Res.pen +5% darkness ----- def ----- Armour +1 Fatigue +1% HP.reg +2.00 ---------- misc Stam/turn +0.50 Max.stam +12.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% nature +3% darkness Res.pen +5% darkness +15% mind ----- def ----- Defense +1 (+1 eff.) Resists +6% blight +9% fire +16% nature A pointy cloth hat, very wizardly... |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +15 (+12 eff.) ----- def ----- Armour +3 Defense +10 (+9 eff.) Fatigue +5% Resists +6% cold Knockbk- +20% ---------- misc Max.stam +10.00 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T3 head armor [Ego+] Master While equipped: Stats +8 Str ----- def ----- Armour +3 Fatigue +3% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 40.1 Physical damage. If the attack hits, the target is confused (27% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() 17.0 T2 massive armor Reqs Massive armour training Str 28 [Rare] Master While equipped: dps ---------- Crit.mult +10.00% ----- def ----- Armour +9 Fatigue +22% Resists +6% acid +7% physical Phys.save +12 (+4 eff.) Spell.save +9 (+4 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Mana/turn +0.24 A suit of armour made of metal plates. |
![]() 7.0 T2 shield armor Reqs Shield usage training Str 16 [Rare] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Con dps ---------- On Melee Ret: * 12% chance to reduce armor by 34% ----- def ----- Armour +10 Fatigue +8% Resists +13% acid +6% fire +15% nature HP.reg +4.00 Heal.mod +10% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 3.0 T2 arrow ammo Reqs Dex 16 [Ego+] Nature/Psionic Power 21.5 - 30.1 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 22 Ranged+ +14 nature +14 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 73 physical damage 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 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 T3 blue gem [Normal] While equipped: Defense +6 (+6 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+6 eff.) Phys.save +6 (+2 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 (+4 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 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 (+2 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+0 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. |
![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(56 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +42.00 ---------- misc Light +5 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 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 6 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 141.10 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 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. |
![]() 2.0 T3 torque charm [Rare] Psionic While equipped: Stats +1 Cun +6 Con dps ---------- Dmg.mod +9% fire ----- def ----- Crit.dmg- 10.00% Blast the opponent's mind dealing 210 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 110 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 torque charm [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +3% light ---------- misc Light +1 Blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to heal for 33. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 torque charm [Rare] Psionic While equipped: Stats +3 Dex +4 Mag dps ---------- Dmg.mod +3% nature ---------- misc See.Invis +9 Blast the opponent's mind dealing 100 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to reduce fatigue by 23% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +6% arcane Melee Ret 6 cold ----- def ----- Resists +5% arcane Harden the skin for 7 turns increasing armour by 26 and armour hardiness by 40% Puts all charms on 20 cooldown 100% to reduce 2 talent cooldowns by 2. 100% to gain a 10% chance to evade weapon attacks for 2 turns. 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 Cun dps ---------- Dmg.mod +3% light +6% cold ----- def ----- Resists +9% light +3% cold ---------- misc Infravis +2 Sting an enemy dealing 116 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 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 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 SILA_NOCHI_SILA_DNYA the Shalore Anorithil level 10
15th Dusk 122nd year of Ascendancy at 14:52 see stats
By SILA_NOCHI_SILA_DNYA the Shalore Anorithil level 21
11st Haze 122nd year of Ascendancy at 04:26 see stats
By SILA_NOCHI_SILA_DNYA the Shalore Anorithil level 10
15th Dusk 122nd year of Ascendancy at 14:51 see stats
By SILA_NOCHI_SILA_DNYA the Shalore Anorithil level 20
77th Dusk 122nd year of Ascendancy at 20:03 see stats
By SILA_NOCHI_SILA_DNYA the Shalore Anorithil level 4
77th Pyre 122nd year of Ascendancy at 08:30 see stats
By SILA_NOCHI_SILA_DNYA the Shalore Anorithil level 19
68th Dusk 122nd year of Ascendancy at 04:33 see stats
By SILA_NOCHI_SILA_DNYA the Shalore Anorithil level 15
42nd Dusk 122nd year of Ascendancy at 12:05 see stats
By SILA_NOCHI_SILA_DNYA the Shalore Anorithil level 22
46th Haze 122nd year of Ascendancy at 18:41 see stats
By SILA_NOCHI_SILA_DNYA the Shalore Anorithil level 17
56th Dusk 122nd year of Ascendancy at 18:02 see stats
By SILA_NOCHI_SILA_DNYA the Shalore Anorithil level 24
58th Haze 122nd year of Ascendancy at 00:08 see stats
Log
Ivemina the skeleton magus casts Twilight.
Silelle the skeleton mage receives 2 healing from Devouring flames from Silelle the skeleton mage.
Burning from Silelle the skeleton mage hits SILA_NOCHI_SILA_DNYA for (12 absorbed), 0 fire (0 total damage).
Shrouded in Darklight from Ivemina the skeleton magus hits SILA_NOCHI_SILA_DNYA for (28 absorbed), 0 light, (29 absorbed), 0 darkness (0 total damage).
Silelle the skeleton mage casts Flame.
Silelle the skeleton mage hits SILA_NOCHI_SILA_DNYA for (47 absorbed), 0 fire (0 total damage).
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SILA_NOCHI_SILA_DNYA casts Shadow Simulacrum.
Silelle the skeleton mage receives 2 healing from Devouring flames from Silelle the skeleton mage.
Burning from Silelle the skeleton mage hits SILA_NOCHI_SILA_DNYA for (24 absorbed), 0 fire (0 total damage).
Shrouded in Darklight from Ivemina the skeleton magus hits SILA_NOCHI_SILA_DNYA for (28 absorbed), 0 light, (29 absorbed), 0 darkness (0 total damage).
Ivemina the skeleton magus casts Manathrust.
Your shield crumbles under the damage!
The shield around SILA_NOCHI_SILA_DNYA crumbles.
Ivemina the skeleton magus hits SILA_NOCHI_SILA_DNYA for (43 absorbed), 104 arcane (104 total damage).
Ivemina the skeleton magus hits Silelle the skeleton mage's shadow simulacrum for 194 arcane damage.
SILA_NOCHI_SILA_DNYA the level 24 shalore anorithil was imploded to death by Ivemina the skeleton magus on level 1 of Ruined halfling complex.
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You have 1 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Ivemina the skeleton magus killed SILA_NOCHI_SILA_DNYA!
Saving game...
Saving done.
Talent Infusion: Movement is ready to use.
Ran for 2 turns (stop reason: interesting character).
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Personal New Achievement: Utterly Destroyed (Insane (Adventure) difficulty)!