Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Enemy Warnings 1.7.2Minmay's Enemy Warnings addon, designed to alert the player about certain dangers without information leaks. nefigah says: "Minmay wrote all the underlying code but no UI; I'm working on adding some UI bit by bit. The initial release will simply allow configuring a number of infamous talents to warn about. Other configuration, such as dangerous weapon egos, will come in a future release. Minmay's code is pretty well tested, so any bugs are likely my fault." Changelog1.0.0: Weight: 124578 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:
Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Restart Sustains 1.7.0Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: 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 Roguelike |
Sex | Male |
Race | Higher |
Class | Marauder |
Level / Exp | 25 / 75% |
Size | medium |
Lifes / Deaths | Killed by Lochan Mac Neill at level 25 on the 1st Regrowth 123rd year of Ascendancy at 06:03 / 1 |
Primary Stats
Strength | 20 (base 19) |
Dexterity | 59 (base 50) |
Constitution | 15 (base 10) |
Magic | 45 (base 39) |
Willpower | 18 (base 10) |
Cunning | 35 (base 19) |
Resources
Life | -345/742 |
Mana | 89/284 |
Stamina | 58/192 |
Healing Factor | 1.2460311219417 |
Regeneration | 6.9154727267763 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 6 |
Infravision | 7 |
Offense: Mainhand
Damage | 82 |
Accuracy | 45 |
Crit Chance | 26% |
APR | 26 |
Speed | 1.00 |
Offense: Offhand
Damage | 81 |
Accuracy | 45 |
Crit Chance | 42% |
APR | 42 |
Speed | 0.90 |
Offense: Spell
Spellpower | 39 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 25 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Arcane | +3% |
Mind | +3% |
All | 0% |
Darkness | +9% |
Temporal | +5% |
Physical | +20% |
Cold | +11% |
Fire | +26% |
Nature | +3% |
Offense: Damage Penetration
Nature | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 29 (57.155997060385%) |
Defense | 63 |
Ranged Defense | 63 |
Fatigue | 0 |
Physical Save | 12 |
Spell Save | 34 |
Mental Save | 18 |
Defense: Resistances
Fire | + 25%( 70%) |
Darkness | + 18%( 70%) |
Nature | + 30%( 70%) |
Temporal | + 16%( 70%) |
Mind | + 10%( 70%) |
Arcane | + 20%( 70%) |
Cold | + 25%( 70%) |
All | + 4%( 70%) |
Defense: Immunities
Pinning Resistance | 42% |
Disarm Resistance | 25% |
Confusion Resistance | 39% |
Knockback Resistance | 42% |
Stun Resistance | 39% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (4/4)
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 165 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity 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 134 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 Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 177.38 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Dexterity 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 561% 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. |
Class Talents
Technique / Bloodthirst | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Technique / Duelist | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Staff combat | 1.20 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| 3/5 |
Technique / Thuggery | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
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 failed to protect the lone alchemist from death by ritch flamespitter. Escort: lone alchemist (level 3 of Old Forest) | failed |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the lost tinker from death by shadow. Escort: lost tinker (level 4 of Old Forest) | failed |
You failed to protect the lost warrior from death by stone troll. Escort: lost warrior (level 2 of Trollmire) | failed |
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 Possessed. | 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. * 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 AlchemistsMarus of Elvala has completed an elixir of the savior without your aid. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * You've found the needed green worm. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' | 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 within | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Dagikath the pair of hardened leather boots (10 def, 3 armour) Dagikath the pair of hardened leather boots (10 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +10.00% Phys.pwr +5 (+1 eff.) Apr +8 ----- def ----- Armour +3 Defense +10 (+2 eff.) Resists +9% nature Pinning- +20% ---------- misc Hate/m.crit +3.00 A pair of boots made of leather. |
Light source | bright brass lantern of health bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +42.00 ---------- 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 | Emeleda (16 def, 4 armour) Emeleda (16 def, 4 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +5 Con dps ---------- Phys.crit +1.0% Dmg.mod +11% cold ----- def ----- Armour +4 Defense +16 (+4 eff.) Resists +16% cold A pointy cloth hat, very wizardly... |
On hands | Urthydir the dwarven-steel gauntlets (5 def, 2 armour) Urthydir the dwarven-steel gauntlets (5 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Cun +4 Wil dps ---------- Crit.mult +10.00% Phys.pwr +25 (+6 eff.) ----- def ----- Armour +2 Defense +5 (+1 eff.) Fatigue +3% Die.at -40.00 life HP.reg +2.30 ---------- misc Stam/turn +0.60 Psi/turn +0.27 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. |
Tool | dwarven-steel torque of mindblast 'Urosta' [power 215] (15 cooldown) dwarven-steel torque of mindblast 'Urosta' [power 215] (15 cooldown)2.0 T3 torque charm [Random Unique] Psionic While equipped: Stats +1 Cun +3 Wil dps ---------- Mind.pwr +5 (+3 eff.) Dmg.mod +3% arcane ----- def ----- Resists +5% arcane Blast the opponent's mind dealing 221 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase all damage penetration by 15% for 2 turns. 100% to reduce fatigue by 35% for 2 turns. 100% to increase all damage by 13% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | Eremolathalathasus Eremolathalathasus0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Armour +6 Resists +22% fire +5% arcane +6% temporal Die.at -60.00 life Max.HP +60.00 Rings make your fingers look great! |
On fingers | Radhoralen the copper ring Radhoralen the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Dex ----- def ----- Armour +2 Crit.chn- 15.00% Spell.save +12 (+6 eff.) Max.HP +21.00 Disarm- +25% Pinning- +22% Knockbk- +42% Rings make your fingers look great! |
Around neck | The Black Core The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
In main hand | Scumparry (20-24 power, 4 apr, physical element) Scumparry (20-24 power, 4 apr, physical element)5.0 T3 staff 1H weapon [Rare] Master Power 20.0 - 24.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) Dmg.mod +15% fire +3% nature +20% physical Res.pen +15% nature Melee Ret 2 mind ----- def ----- Resists +18% nature ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Around waist | Snowpain Snowpain1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Cun +4 Dex dps ---------- Phys.crit +6.0% Mind.crit +6% ----- def ----- Resists +6% temporal +6% mind +3% cold Max.HP +80.00 Def/telep +10 Res/telep +10% Dur/telep +10% A belt that goes around your waist. |
In off hand | Dagger of the Past (25-32 power, 20 apr) Dagger of the Past (25-32 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Potentially it would go with a sword in the future. Power 25.0 - 32.5 Physical Uses 100% Mag, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+2 eff.) Spell.save +10 (+5 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Cloak | linen cloak 'Shadowbrace' (6 def, 0 armour) linen cloak 'Shadowbrace' (6 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +2 Dex dps ---------- Dmg.mod +9% darkness +3% mind Acc +4 (+1 eff.) Apr +4 ----- def ----- Defense +6 (+1 eff.) Resists +3% cold Max.HP +40.00 Heal.mod +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | The Untouchable (14 def, 12 armour) The Untouchable (14 def, 12 armour)9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+3 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Inventory
movement infusion of the duelist (speed 652%; cd 15) movement infusion of the duelist (speed 652%; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 652% 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 Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Reflection (--) Rune of Reflection (--)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 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 and reflecting at most 325 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Hanosazilantir the steel amulet =3con= Hanosazilantir the steel amulet =3con=0.1 T2 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats +1 Str +4 Dex +2 Wil +3 Con +5 Lck dps ---------- Mind.pwr +8 (+4 eff.) Dmg.mod +9% mind Acc +6 (+2 eff.) On Hit (Melee): * 10% chance to reduce all saves and defense by 17 ----- def ----- Defense +5 (+1 eff.) Mind.save +7 (+4 eff.) Unseen.red 11% Confus- +11% Amulets make your neck look great! |
Porulranne the Corpselord =5str= Porulranne the Corpselord =5str=0.1 T2 amulet jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Str +5 Dex +7 Wil dps ---------- Mind.pwr +6 (+3 eff.) Res.pen +5% temporal Melee Ret 4 nature ----- def ----- Resists +19% temporal Mind.save +7 (+4 eff.) Confus- +13% Pinning- +30% Knockbk- +24% Amulets make your neck look great! |
Bloodcaller Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-7 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 29.39 You won the Ring of Blood trial, and this is your reward. |
truestriking iron battleaxe of enduring (16-24 power, 1 apr) =9con= truestriking iron battleaxe of enduring (16-24 power, 1 apr) =9con=3.0 T1 battleaxe 2H weapon [Ego++] Nature/Master Power 16.0 - 24.0 Physical Uses 50% Mag, 120% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% While equipped: Stats +9 Con +9 Wil dps ---------- Res.pen +9% physical Acc +12 (+4 eff.) Apr +9 ----- def ----- Max.HP +21.00 Massive two-handed battleaxes. |
Furnacejeer the dwarven-steel dagger (18-23 power, 7 apr) Furnacejeer the dwarven-steel dagger (18-23 power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Arcane Power 17.5 - 22.8 Physical Uses 50% Str, 50% Mag, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +12 blight +16 nature On Crit.r2 +4 blight On Crit: * Splash the target with acid dealing 113 damage over 5 turns and reducing armor and accuracy by 15 While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 21 ----- def ----- Resists +12% fire Sharp, short and deadly. |
Spellblaze Shard (20-26 power, 10 apr) Spellblaze Shard (20-26 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 50% Dex, 50% Mag, 50% Str Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Hellsclash (12-17 power, 2 apr) =4str= Hellsclash (12-17 power, 2 apr) =4str=3.0 T1 waraxe 1H weapon [Rare] Disrupt Power 12.0 - 16.8 Physical Uses 50% Mag, 100% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Cun +4 Str dps ---------- Dmg.mod +6% mind Res.pen +20% mind ----- def ----- Resists +8% acid +8% lightning +29% fire +8% cold +3% all Spell.save +6 (+3 eff.) One-handed war axes. |
blurring hardened leather belt of unlife =water= blurring hardened leather belt of unlife =water=1.0 T3 belt armor [Ego+] Arcane/Master While equipped: ----- def ----- Defense +8 (+2 eff.) Resists +7% blight Stealth +8 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Aloharanaridil (0 def, 0 armour) Aloharanaridil (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Nature/Psionic While equipped: dps ---------- Dmg.mod +11% cold ----- def ----- Resists +3% lightning +11% darkness +7% blight +16% cold +11% mind +9% all Phys.save +16 (+12 eff.) Spell.save +11 (+6 eff.) Mind.save +22 (+12 eff.) Max.HP +45.00 HP.reg +6.50 Heal.mod +10% Knockbk- +20% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Firewalker (15 def, 2 armour) =10 mag= Firewalker (15 def, 2 armour) =10 mag=2.0 T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag dps ---------- Spell.pwr +12 (+4 eff.) Dmg.mod +20% fire Res.pen +20% fire Melee Ret 18 fire ----- def ----- Armour +2 Defense +15 (+4 eff.) Resists +50% fire -10% cold +11% all Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
pair of hardened leather boots 'Betheriawen' (0 def, 3 armour) =5con= pair of hardened leather boots 'Betheriawen' (0 def, 3 armour) =5con=2.0 T3 feet armor [Rare] Nature While equipped: Stats +5 Con dps ---------- Mind.pwr +20 (+10 eff.) Melee Ret 4 acid 6 mind ----- def ----- Armour +3 Resists +9% lightning +8% temporal ---------- misc Light +2 See.Invis +6 A pair of boots made of leather. |
Griniromibers (0 def, 2 armour) =7str= Griniromibers (0 def, 2 armour) =7str=1.0 T2 hands armor [Rare] Nature While equipped: Stats +7 Str +2 Dex dps ---------- Phys.pwr +10 (+2 eff.) Melee+ 9 lightning Dmg.mod +7% lightning Res.pen +5% acid Apr +4 ----- def ----- Armour +2 Resists +7% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
stone warden's dwarven-steel gauntlets of spellstriking (0 def, 8 armour) =7con= stone warden's dwarven-steel gauntlets of spellstriking (0 def, 8 armour) =7con=1.5 T2 hands armor Reqs Heavy armour training [Ego++] Arcane While equipped: Stats +4 Mag +5 Wil +7 Con dps ---------- Spell.pwr +6 (+2 eff.) Melee+ 5 arcane Dmg.mod +4% arcane ----- def ----- Armour +8 Hardiness +7% Fatigue +3% Resists +5% arcane +6% physical 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. |
Steel Helm of Garkul (0 def, 6 armour) =5con= Steel Helm of Garkul (0 def, 6 armour) =5con=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 (+10 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+7 eff.) ---------- misc Masteries +0.20 Technique/Thuggery Skullcr.mult +5 A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
bladed rough leather cap of strength (+6) (0 def, 1 armour) =6str= bladed rough leather cap of strength (+6) (0 def, 1 armour) =6str=2.0 T1 head armor [Ego+] Master While equipped: Stats +6 Str ----- def ----- Armour +1 Fatigue +1% Skullcr.mult +2 Skullcracker: Puts all charms on 20 cooldown Level 3.9 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 67.2 Physical damage. If the attack hits, the target is confused (41% 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. |
marauder's hardened leather armour of the deep (11 def, 9 armour) =5str= marauder's hardened leather armour of the deep (11 def, 9 armour) =5str=9.0 T3 light armor [Ego++] Nature/Master While equipped: Stats +5 Str +5 Dex ----- def ----- Armour +9 Defense +11 (+3 eff.) Fatigue +8% Resists +5% acid +8% cold Phys.save +7 (+7 eff.) ---------- misc Breathe water A suit of armour made of leather. |
6 agate 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. |
683 alchemist agate 683 alchemist agate0.0 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. |
onyx 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. |
3 aquamarine 3 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. |
4 lapis lazuli 4 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+6 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+4 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+6 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal 2 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. |
topaz topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+3 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe 'Ce'Natha' (dig speed 23 turns) =5str= dwarven-steel pickaxe 'Ce'Natha' (dig speed 23 turns) =5str=3.0 T3 digger tool [Rare] Master While equipped: Stats +5 Str dps ---------- Apr +8 ----- def ----- Resists +6% lightning +3% temporal +5% arcane +6% light Die.at -80.00 life While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 5.2 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +103 accuracy and allowing you to attack creatures you cannot see without penalty for the next 6 turns. Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 36 turns) iron pickaxe of endurance (dig speed 36 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 emerald 4 emerald0.0 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. |
2 spinel 2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Crystal Focus Crystal Focus0.0 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. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
3 garnet 3 garnet0.0 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. |
Rod of Recall (1/1) 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 Chest 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. |
Gunurin [power 170] (15 cooldown) Gunurin [power 170] (15 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: dps ---------- Melee Ret 6 mind ----- def ----- Resists +5% arcane +6% fire Sting an enemy dealing 175 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to heal for 56. 100% to gain a 12% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
2 amethyst 2 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. |
2 quartz 2 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. |
8 ametrine 8 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. |
3 citrine 3 citrine0.0 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. |
3 zircon 3 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
By Lochan Mac Neill the Higher Marauder level 21
73rd Dusk 122nd year of Ascendancy at 21:39 see stats
By Lochan Mac Neill the Higher Marauder level 23
8th Haze 122nd year of Ascendancy at 22:18 see stats
By Lochan Mac Neill the Higher Marauder level 10
1st Summertide 122nd year of Ascendancy at 02:17 see stats
By Lochan Mac Neill the Higher Marauder level 20
66th Dusk 122nd year of Ascendancy at 22:14 see stats
By Lochan Mac Neill the Higher Marauder level 24
15th Haze 122nd year of Ascendancy at 20:26 see stats
By Lochan Mac Neill the Higher Marauder level 9
4th Mirth 122nd year of Ascendancy at 00:24 see stats
By Lochan Mac Neill the Higher Marauder level 9
5th Mirth 122nd year of Ascendancy at 10:47 see stats
By Lochan Mac Neill the Higher Marauder level 25
1st Allure 123rd year of Ascendancy at 06:25 see stats
By Lochan Mac Neill the Higher Marauder level 18
60th Dusk 122nd year of Ascendancy at 18:39 see stats
Log
Glorutira the xaren's Double Shots hits Lochan Mac Neill for (26 parried), 25 physical (25 total damage).
Lochan Mac Neill hits Glorutira the xaren for 25 physical, 13 temporal, 21 physical, 2 temporal (62 total damage).
Glorutira the xaren shoots!
Glorutira the xaren's Shoot hits Lochan Mac Neill for (26 parried), 40 physical (40 total damage).
Glorutira the xaren's Shoot hits Lochan Mac Neill for 57 physical damage.
Lochan Mac Neill misses Glorutira the xaren.
Lochan Mac Neill performs a melee critical strike against Glorutira the xaren!
A shield forms around Lochan Mac Neill.
A barrier bursts from the leather jacket!
Lochan Mac Neill hits Glorutira the xaren for 17 temporal, 27 physical, 2 temporal (47 total damage).
Talent Born into Magic is ready to use.
Talent Disengage is ready to use.
Talent Skullcracker is ready to use.
Talent Dig is ready to use.
Lochan Mac Neill hits Lochan Mac Neill for (208 absorbed) damage.
Glorutira the xaren strafes with his steamguns!
Glorutira the xaren's Strafe misses Lochan Mac Neill.
Glorutira the xaren's Strafe misses Lochan Mac Neill.
Lochan Mac Neill hits Glorutira the xaren for 30 physical, 13 temporal, 22 physical, 2 temporal (68 total damage).
Your shield crumbles under the damage!
The shield around Lochan Mac Neill crumbles.
Lochan Mac Neill is not stunned anymore.
Talent Rune: Shatter Afflictions is ready to use.
Talent Infusion: Healing is ready to use.
Talent Lunge is ready to use.
Lochan Mac Neill hits Lochan Mac Neill for (85 absorbed) damage.
Lochan Mac Neill the level 25 higher marauder suffocated to death on level 1 of Daikara.
Lochan Mac Neill no longer revels in blood quite so much.