








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| 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! Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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:
Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.5.4Donators/Buyers bonus! Forbidden Cults 1.5.9Official 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 | Skeleton |
| Class | Brawler |
| Level / Exp | 20 / 17% |
| Size | medium |
| Lifes / Deaths | Killed by Isulaith the green worm mass at level 16 on the 63rd Dusk 122nd year of Ascendancy at 23:43 2 / 3Killed by Adida the white crystal at level 20 on the 10th Haze 122nd year of Ascendancy at 03:42 Killed by Arewen the rogue at level 20 on the 10th Haze 122nd year of Ascendancy at 20:58 |
Primary Stats
| Strength | 61 (base 19) |
| Dexterity | 62 (base 35) |
| Constitution | 40 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 12 (base 10) |
| Cunning | 52 (base 48) |
Resources
| Life | 724/789 |
| Stamina | 216/216 |
| Healing Factor | 1.3242857142857 |
| Regeneration | 0.33107142857143 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 2 |
| See Invisible | 6 |
Offense: Barehand
| Damage | 89 |
| Accuracy | 47 |
| Crit Chance | 21% |
| APR | 9 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +9% |
| Temporal | +15% |
| Lightning | +6% |
| Physical | +3% |
| Fire | +3% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +5% |
| Temporal | +10% |
| Physical | +5% |
| Mind | +15% |
| Fire | +10% |
Defense: Base
| Armour (hardiness) | 34 (36.618610747051%) |
| Defense | 38 |
| Ranged Defense | 39 |
| Fatigue | 1.5475638051044 |
| Physical Save | 33 |
| Spell Save | 16 |
| Mental Save | 33 |
Defense: Resistances
| Acid | + 13%( 70%) |
| Blight | + 14%( 70%) |
| Arcane | + 12%( 70%) |
| Mind | + 13%( 70%) |
| All | + 7%( 70%) |
| Darkness | + 24%( 70%) |
| Light | + 12%( 70%) |
| Lightning | + 22%( 70%) |
| Fire | + 10%( 70%) |
| Nature | + 14%( 70%) |
Defense: Immunities
| Disarm Resistance | 5% |
| Bleed Resistance | 100% |
| Confusion Resistance | 24% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Stun Resistance | 42% |
Inscriptions (4/4)
| 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 150 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 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 28%, your defense is increased by 28 and all your resistances by 28%. Its effects scale with your Strength stat. |
Class Talents
| Technique / Pugilism | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Tactical | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Technique / Unarmed discipline | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Undead / Skeleton | 1.10 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Chant of Fortitude |
| talent | Striking Stance |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
| beneficial effect | Countering melee attacks: Has a 37% chance to get an automatic counter attack when avoiding a melee attack. (1.7 counters remaining) Counter Attacking |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You failed to protect the injured seer from death by giant red ant. Escort: injured seer (level 2 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: temporal explorer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Foresight (+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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
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 have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| On feet | pair of dwarven-steel boots 'Huryndil' (0 def, 9 armour)3.0 T3 feet armor [Random Unique] Master While equipped: Stats +2 Dex dps ---------- Res.pen +5% physical ----- def ----- Armour +9 Fatigue +3% Die.at -20.00 life ---------- misc Stam/turn +0.80 Max.stam +54.00 Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | Dimvagrant (0 def, 9 armour)1.5 T3 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 5 physical Dmg.mod +9% darkness +3% physical ----- def ----- Armour +9 Resists +6% darkness +6% lightning Mind.save +9 (+4 eff.) Stun/Frz- +20% Unarmed combat: Power 18.0 - 25.2 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.1% dam / acc Apr +9 Crit +8.0% Atk.spd 125% On Hit.r1 +10 physical On Crit.r2 +6 physical On Hit: 10% Sand Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | Layyvea the Firearc (0 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +1 Wil +2 Con dps ---------- Crit.mult +5.00% Phys.pwr +4 (+1 eff.) Mind.pwr +6 (+3 eff.) Dmg.mod +3% fire Res.pen +15% mind ----- def ----- Armour +3 Fatigue +5% Resists +3% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | dwarven iron pickaxe (dig speed 31 turns)3.0 T1 digger tool [Ego+] Nature While equipped: Stats +1 Str ----- def ----- Phys.save +6 (+3 eff.) Spell.save +6 (+5 eff.) Mind.save +5 (+2 eff.) Max.HP +41.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Kindletreason0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Str dps ---------- On Hit (Melee): * 30% chance to blind ----- def ----- Armour +6 Defense +3 (+1 eff.) Rng.Def +3 (+1 eff.) Resists +5% arcane Disease- +10% Disarm- +5% Rings can have magical properties. |
| On fingers | steel ring 'Cinderweeper'0.1 T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +7 (+2 eff.) Dmg.mod +15% temporal Res.pen +10% fire +10% temporal ----- def ----- Resists +7% nature +7% blight Mind.save +6 (+3 eff.) Poison- +14% Disease- +12% Confus- +24% Rings can have magical properties. |
| Around neck | grounding copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +10% lightning Stun/Frz- +22% Amulets can have magical properties. |
| Main armor | Skystrider (6 def, 7 armour)9.0 T2 light armor [Random Unique] Master While equipped: Stats +4 Cun +4 Dex dps ---------- Dmg.mod +6% lightning Res.pen +5% lightning Melee Ret 24 physical ----- def ----- Armour +7 Defense +6 (+2 eff.) Fatigue +7% Resists +6% darkness +6% acid Spell.save +3 (+3 eff.) A suit of armour made of leather. |
| Light source | survivor's brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +5 (+2 eff.) Max.HP +44.00 Heal.mod +11% ---------- misc Light +2 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. |
| Cloak | linen cloak 'Rageroddamnir' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +4 Dex +2 Con ----- def ----- Defense +1 (+0 eff.) Fatigue -8% Resists +6% mind Max.HP +30.00 ---------- misc See.Invis +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | Korehek1.0 T1 belt armor [Rare] Arcane While equipped: Stats +5 Str +2 Dex +1 Wil ----- def ----- Resists +5% light +6% darkness A belt that goes around your waist. |
Inventory
insidious poison infusion (23 nature damage, 29% healing reduction)0.1 T2 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to spit a bolt of poison doing 23.29 nature damage per turn for 7 turns, and reducing the target's healing received by 29%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion (heal 92 over 5 turns)0.1 T1 infusion scroll [Normal] 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 92 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion (heal 210 over 5 turns)0.1 T1 infusion scroll [Normal] 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 210 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
steel ring 'Layyvena'0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +9 Str dps ---------- Dmg.mod +10% cold ----- def ----- Fatigue -4% Resists +20% cold ---------- misc Infravis +3 See.Invis +9 Rings can have magical properties. |
warrior's copper ring of nature (+20%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +10% nature ----- def ----- Armour +4 Resists +20% nature Rings can have magical properties. |
Nightransom (13.5-20.25 power, 1 apr)3.0 T1 battleaxe 2H weapon [Rare] Arcane Power 13.5 - 20.3 Light Uses 120% Str Acc+ +0.2% crit / acc Apr +1 Crit +4.5% Atk.spd 100% Melee+ +9 light Against +9% Undead On Hit.r1 +4 darkness On Hit: * 40% chance to inflict 15% damage reduction * 40% chance to blind While equipped: dps ---------- Dmg.mod +3% darkness Res.pen +10% light ----- def ----- Resists +15% darkness Massive two-handed battleaxes. |
steel battleaxe of erosion (18.5-27.75 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Nature Power 18.5 - 27.8 Physical Uses 120% Str Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% Melee+ +10 nature +10 temporal Massive two-handed battleaxes. |
Swordbreaker (25-32.5 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Acc+ +0.5% APR / acc Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+5 eff.) Phys.save +15 (+7 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Spectral Blade (24-38.4 power, 25 apr)0.1 T2 greatsword 2H weapon [Unique] Arcane/Master Power 24.0 - 38.4 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +25 Crit +3.0% Atk.spd 111% Melee+ +10 arcane On Crit.r2 +30 arcane silence While equipped: dps ---------- Spell.pwr +5 (+5 eff.) ---------- misc Mana/turn +0.50 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed This sword appears weightless, and nearly invisible. |
hateful steel greatsword of vileness (25-40 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Arcane/Psionic Power 25.0 - 40.0 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Melee+ +7 blight +9 darkness Against +10% Living On Hit: * 12% chance to disease Massive two-handed swords. |
Adildathra (14.5-20.3 power, 3 apr)3.0 T2 mace 1H weapon [Rare] Arcane Power 14.5 - 20.3 Physical Uses 100% Str Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% Melee+ +8 light Against +9% Undead While equipped: ----- def ----- Resists +3% lightning +15% temporal +6% light +12% cold +5% arcane Disease- +10% Blunt and deadly. |
Durygathel the mossy mindstar (3-3.3 power, 15 apr, nature damage)3.0 T1 mindstar 1H weapon [Rare] Nature/Psionic This parasitic mindstar will draw strength from other psionic mindstars. Power 3.0 - 3.3 Nature Uses 30% Wil, 10% Cun Mastery Psiblades Acc uses Wil Apr +15 Crit +2.5% Atk.spd 100% While equipped: Stats +2 Dex +3 Con dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) ----- def ----- Armour +6 Phys.save +6 (+3 eff.) HP.reg +1.00 HP.leech%% +7% HP.leech +7% ---------- misc Hate/m.crit +2.00 Max.stam +20.00 Max.hate +6.00 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. |
Layawe the Flamesquall (6-6.6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Rare] Nature/Psionic Power 6.0 - 6.6 Nature Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Melee+ +16 fire While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ----- def ----- Defense +6 (+2 eff.) Rng.Def +6 (+2 eff.) Resists +3% mind Phys.save +20 (+9 eff.) Mind.save +4 (+2 eff.) Disarm- +10% Pinning- +25% ---------- misc Max.psi +20.00 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. |
creative vined mindstar (4.5-4.95 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Ego] Nature/Psionic Power 4.5 - 5.0 Mind Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Cun dps ---------- Mind.crit +2% Crit.mult +9.00% Mind.pwr +4 (+2 eff.) 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. |
vined mindstar 'Nightnaught' (6-6.6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Rare] Nature Power 6.0 - 6.6 Mind Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Melee+ +8 mind On Hit.r1 +4 mind On Hit: * 40% chance to inflict 15% damage reduction While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +4% nature +9% mind Res.pen +20% mind Melee Ret 8 mind ----- def ----- Resists +4% blight +12% darkness Disease- +12% 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. |
Bolbum's Big Knocker (64-76.8 power, 10 apr, physical element)5.0 T3 staff 2H weapon Reqs Mag 38 [Unique] Arcane Power 64.0 - 76.8 Physical Uses 140% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +10 Atk.spd 100% Melee+ +10% confusion While equipped: dps ---------- Spell.crit +18% Spell.pwr +12 (+11 eff.) Dmg.mod +20% physical Acc +7 (+3 eff.) ---------- misc Masteries +0.20 Spell/Staff combat Channel Staff: Level 2.0 Pwr.cost 9 out of 20/20. Range 8 Travel.spd 2000% of base Is a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 84% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
Prismmonster (15-18 power, 3 apr, fire element)5.0 T2 staff 2H weapon Reqs Mag 16 [Rare] Nature Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% On Hit.r1 +24 acid While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+6 eff.) Dmg.mod +6% light +15% fire Melee Ret 4 light On Hit (Melee): * 8% chance to blind ----- def ----- Defense +7 (+3 eff.) Resists +15% acid ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 30.65 light damage. Staves designed for wielders of magic, by the greats of the art. |
Brandoracle1.0 T1 belt armor [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +6% fire Melee Ret 16 fire On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +6% light Mind.save +7 (+3 eff.) Max.HP +49.00 A belt that goes around your waist. |
Mighty Girdle1.0 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. |
Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+5 eff.) Mind.pwr +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Polulewyn the Kindlecutter (0 def, 3 armour)3.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% acid +3% light Res.pen +5% acid On Hit (Melee): * 15% chance to blind * 30% chance to corrode armour by 30% ----- def ----- Armour +3 Fatigue -3% Phys.save +6 (+3 eff.) ---------- misc Max.enc +20 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
grounding pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Nature/Master While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +5% temporal ---------- misc Stam/turn +0.30 Max.stam +11.00 A pair of boots made of leather. |
scholar's pair of rough leather boots of uncanny dodging (3 def, 1 armour)2.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +3 (+3 eff.) ----- def ----- Armour +1 Defense +3 (+1 eff.) Rng.Def +2 (+1 eff.) Fatigue +1% A pair of boots made of leather. |
Duathelwolf the iron gauntlets (0 def, 1 armour)1.5 T1 hands armor [Rare] Psionic While equipped: dps ---------- On Hit (Melee): * Slows global speed by 15% * 30% chance to inflict 15% damage reduction ----- def ----- Armour +1 Resists +3% temporal HP.reg +1.10 ---------- misc Stam/turn +0.60 Max.stam +11.00 Unarmed combat: Power 9.5 - 13.3 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.1% dam / acc Apr +3 Crit +2.0% Atk.spd 125% On Hit: 10% Slumber 1 On Hit: * Slows global speed by 40% Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves of dexterity (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +11 (+4 eff.) ----- def ----- Armour +1 Unarmed combat: Power 7.0 - 7.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit / acc Acc +6 Apr +1 Crit +6.0% Atk.spd 167% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Adaregassra (2 def, 6 armour)14.0 T2 heavy armor [Rare] Psionic While equipped: Stats +4 Cun +6 Con dps ---------- Dmg.mod +6% blight Res.pen +10% blight ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +14% Resists +6% mind Crit.dmg- 10.00% Mind.save +12 (+6 eff.) ---------- misc Light +2 A suit of armour made of mail. |
cleansing iron mail armour (2 def, 4 armour)14.0 T1 heavy armor [Ego] Disrupt While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +10% nature +10% blight A suit of armour made of mail. |
Lavasquall the rough leather armour (10 def, 2 armour)9.0 T1 light armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% fire ----- def ----- Armour +2 Defense +10 (+4 eff.) Rng.Def +9 (+3 eff.) Fatigue +6% Max.HP +20.00 Poison- +15% Disease- +20% Disarm- +10% Pinning- +5% Stun/Frz- +5% A suit of armour made of leather. |
6 agate0.0 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. |
onyx0.0 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. |
4 aquamarine0.0 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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+5 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+5 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal0.0 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. |
5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Rod of Asphyxiation (24/24)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. |
Rod of Recall (1/1)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. |
Transmogrification Chest2.0 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. |
amethyst0.0 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. |
quartz0.0 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. |
11 ametrine0.0 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. |
7 citrine0.0 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. |
10 zircon0.0 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
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Why the Skeleton Brawler level 7
15th Dusk 122nd year of Ascendancy at 08:43 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Why the Skeleton Brawler level 19
7th Haze 122nd year of Ascendancy at 11:38 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Why the Skeleton Brawler level 10
25th Dusk 122nd year of Ascendancy at 21:18 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Why the Skeleton Brawler level 20
9th Haze 122nd year of Ascendancy at 23:43 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Why the Skeleton Brawler level 6
8th Dusk 122nd year of Ascendancy at 06:01 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Why the Skeleton Brawler level 6
2nd Summertide 122nd year of Ascendancy at 16:45 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Why the Skeleton Brawler level 19
7th Haze 122nd year of Ascendancy at 03:02 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Why the Skeleton Brawler level 13
53rd Dusk 122nd year of Ascendancy at 07:15 see stats
Log
Why hits Something for 19 physical damage.
Arewen the rogue uses Steady Shot.
Why speeds up.
Arewen the rogue's Steady Shot hits Why for (28 resist armour), 271 physical (271 total damage).
Why the level 20 skeleton brawler was mauled to death by Arewen the rogue on level 1 of Damp Cave.
You have 2 life(s) left.
The smoke around Why dissipate.
Why deactivates Chant of Fortitude.
Why slows down.
Why stops burning.
Why deactivates Exploit Weakness.
Why speeds up.
Why deactivates Striking Stance.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Arewen the rogue's Steady Shot killed Why!
Saving done.
Talent Striking Stance is ready to use.
Talent Chant of Fortitude is ready to use.
Talent Rune: Reflection Shield is ready to use.
Why activates Chant of Fortitude.
Why activates Striking Stance.
Talent Rune: Shielding is ready to use.
Talent Flurry of Fists is ready to use.
Why deactivates Striking Stance.
Why deactivates Chant of Fortitude.





































































































