












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Loot Expansion 1.7.4Aadd-on that expands on the available Egos and Semi-Random Artifacts available. Introduces all sorts of new Effects and Talents used with both! For example: Spellslinger - A Passive that increases Spellpower per visible enemy in a range of 2 - Rolls on Hats Nether Resonance - A Passive found on the Semi-Random Artifact 'Netheric Diadem' that increases Light resist by half of Magic stat and Nature resist by half of Willpower stat. Combust - Found on 'Pyrophage' items, if you hit a burning enemy, cause an aoe of fire damage and gain a temporary life-regen buff. Mystical Recovery - Found on shields, when blocking, 20% chance to lower the cooldown of a random spell-type talent based on item level. All That Glitters - Activated talent found on Rings, gives you a temporary buff to Spellpower based on how much money you have. This is only a small sampling of new additions among the 10 semi-random Artifacts and 100+ Egos. There are still many more of both to come and I will be posting a full breakdown of all the new components soon. At this time, many of the added Egos are Greater, so they will only appear on blue or purple items. Designed to be compatible with other addons, please report any possible collision issues. In the meantime, please check it out and post any questions, concerns, or tuning feedback. Google Doc Summary at - https://docs.google.com/spreadsheets/d/1VBu4F1tmKSRLjLqZl2Eu2lvp4wFZfdILJc-jAW5lttI/edit?usp=sharing ----Icons are edited versions from the existing game or from https://game-icons.net/--- 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Spell Merchants 1.6.6
Spawns 12 Merchants around the map that will sell Talents - Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue all items! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns. Sludgenest and Noxious Caldera will now spawn on the world map at level 1.
New Bosses:There are 8 new bosses/mini bosses that will spawn in the new dungeons (With custom sprites). Battle against powerful [spoiler]vampires, werewolves and wererats[/spoiler] in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon Talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will CONFLICT with any mods that change the world map file The only currently known conflicting mod is \"EXTRA DUNGEONS\"Note: Since Waladil will no longer be updating "Extra Dungeons" I decided to add Caldera and Sludgenest to the world map. If you like this addon please show your support by hitting that thumbs up button! I've currently spent 300+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements. Any and all bug reports and new suggestions are appreciated, this mod is where it's at thanks to community feedback!
Thank you for trying Spell Merchants, I hope you enjoy my mod :)
My other addons:
If you like this addon please consider rating it :) Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist 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: 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 ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. 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 | Nightmare Adventure |
Sex | Male |
Race | Halfling |
Class | Shadowblade |
Level / Exp | 24 / 74% |
Size | small |
Lifes / Deaths | Killed by arcane crystal at level 3 on the 76th Pyre 122nd year of Ascendancy at 11:03 0 / 7Killed by The Withering Thing at level 15 on the 17th Dusk 122nd year of Ascendancy at 21:42 Killed by gigantic corrosive tunneler at level 17 on the 46th Dusk 122nd year of Ascendancy at 20:48 Killed by venom drake at level 21 on the 68th Dusk 122nd year of Ascendancy at 02:09 Killed by Lisuganne the bloated horror at level 22 on the 69th Dusk 122nd year of Ascendancy at 16:41 Killed by Urkis, the High Tempest at level 24 on the 74th Dusk 122nd year of Ascendancy at 01:33 Killed by Ce'Nibeth the elven guard at level 24 on the 78th Dusk 122nd year of Ascendancy at 23:32 |
Primary Stats
Strength | 16 (base 14) |
Dexterity | 66 (base 49) |
Constitution | 22 (base 10) |
Magic | 40 (base 18) |
Willpower | 16 (base 10) |
Cunning | 66 (base 43) |
Resources
Mana | 168/268 |
Equilibrium | 0 |
Life | -9/587 |
Stamina | 150/200 |
Steam | 0/100 |
Healing Factor | 1.4724166372472 |
Regeneration | 18.626070461177 |
Speed
Mental | +10.000000000005% |
Attack | 0% |
Movement | +10% |
Spell | +4.9960036108132E-12% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 6 |
See Stealth | 49.972855452493 |
See Invisible | 58.972855452493 |
Offense: Mainhand
Damage | 75 |
Accuracy | 51 |
Crit Chance | 34% |
APR | 18 |
Speed | 0.91 |
Offense: Offhand
Damage | 46 |
Accuracy | 51 |
Crit Chance | 31% |
APR | 15 |
Speed | 0.91 |
Offense: Spell
Spellpower | 27 |
Crit Chance | 19% |
Speed | 0.99999999999995 |
Offense: Mind
Mindpower | 40 |
Crit Chance | 19% |
Speed | 1 |
Offense: Damage Bonus
Acid | +10% |
Light | +47% |
Manaburn arcane | +6% |
Darkness | +5% |
Fire burn | +6% |
Cold | +5% |
All | 0% |
Offense: Damage Penetration
Acid | +10% |
Darkness | +20% |
All | 0% |
Defense: Base
Armour (hardiness) | 11 (51.69962066283%) |
Defense | 49 |
Ranged Defense | 49 |
Fatigue | 0 |
Physical Save | 25 |
Spell Save | 28 |
Mental Save | 27 |
Defense: Resistances
Acid | + 13%( 70%) |
Light | + 69%( 70%) |
Darkness | + 16%( 70%) |
Cold | + 19%( 70%) |
Lightning | + 6%( 70%) |
Fire | + 12%( 70%) |
All | + 3%( 70%) |
Defense: Immunities
Pinning Resistance | 20% |
Instadeath Resistance | 100% |
Silence Resistance | 10% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 21 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 106 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 Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 345 life over 5 turns. Its effects scale with your Cunning stat. |
Class Talents
Cunning / Shadow magic | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Stealth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Duelist | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Phantasm | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Technique / Dual techniques | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Cunning / Dirty fighting | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 0/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| 5/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 2/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 2/5 |
| 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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Wolfmire. Escort: lost sun paladin (level 3 of Wolfmire)As a reward you improved Magic by +5. | done |
You failed to protect the lost tinker from death by giant yellow ant. Escort: lost tinker (level 3 of Old Forest) | failed |
You failed to protect the repented thief from death by Poryth the giant green ant. Escort: repented thief (level 4 of Old Forest) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved talent Spit Poison (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 20. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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, which can be used to grant you two additional generic talent points. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed bloated horror heart. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Random Unique] Nature/Master/Psionic While equipped: Stats +8 Cun +5 Wil dps ---------- Mind.pwr +20 (+7 eff.) Res.pen +10% acid ----- def ----- Armour +3 Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +5 (+2 eff.) HP.reg +4.00 Heal.mod +14% ---------- misc Stam/turn +0.50 Max.stam +16.00 Max.psi +10.00 A pair of boots made of leather. |
Light source | ![]() 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.(62 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 2.0 T1 head armor [Rare] Arcane While equipped: Stats +1 Str +2 Dex +3 Mag +1 Con dps ---------- Dmg.mod +11% light ----- def ----- Defense +1 (+0 eff.) Resists +16% light +3% fire ---------- misc Infravis +2 A pointy cloth hat, very wizardly... |
On hands | ![]() 1.0 T2 hands armor [Rare] Nature While equipped: Stats +1 Wil dps ---------- Crit.mult +10.00% Melee+ 8 cold Dmg.mod +12% light +5% cold Melee Ret 10 mind ----- def ----- Armour +2 Resists +6% fire +7% cold 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. |
Tool | ![]() 3.0 T1 digger tool [Ego+] Master While equipped: Stats +2 Cun +1 Str dps ---------- Acc +3 (+1 eff.) ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Crit.mult +20.00% Dmg.mod +11% light Phasing +10% ----- def ----- Resists +22% light Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.vim +20.00 Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Unique] Arcane While equipped: dps ---------- Melee+ 5 acid Ranged+ 5 acid Dmg.mod +10% acid Melee Ret 5 acid ----- def ----- Resists +10% acid Corrosive Vapour: Level 1.0 Pwr.cost 30 out of 30/30. Range 8 Travel.spd instantaneous Is a spell Description: Corrosive fumes rise from the ground doing 8.93 acid damage in a radius of 3 each turn for 3 turns. The damage will increase with your Spellpower. This bronze ring has gone soft and green with age. It seems to have become attuned to the power of such corrosion. |
Around neck | ![]() 0.1 T2 amulet jewelry [Ego+] Nature/Master While equipped: Stats +4 Dex +4 Cun +7 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
In main hand | ![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex, 15% Mag Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 77.37 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Psionic While equipped: Stats +2 Cun +2 Str dps ---------- Mind.pwr +4 (+1 eff.) Dmg.mod +3% light ----- def ----- Resists +9% cold Phys.save +8 (+4 eff.) Silence- +10% A belt that goes around your waist. |
In off hand | ![]() 1.0 T3 dagger 1H weapon [Rare] Master Power 17.0 - 22.1 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +1 Str +8 Dex +3 Con dps ---------- Phys.spd +10% Res.pen +10% darkness Acc +14 (+5 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 21% ---------- misc See.Invis +9 Sharp, short and deadly. |
Cloak | ![]() 2.0 T1 cloak armor [Ego+] Arcane While equipped: dps ---------- Melee+ 6 manaburn arcane 5 fire burn Ranged+ 6 manaburn arcane 6 fire burn Dmg.mod +6% fire burn +6% manaburn arcane ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 T3 light armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 26 ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +3% lightning +3% darkness Spell.save +9 (+5 eff.) Max.HP +46.00 HP.reg +6.40 Heal.mod +13% Pinning- +20% A suit of armour made of leather. |
Inventory
![]() 0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. 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 17 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 184 damage for 4 turns. 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 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Ardent Watcher Ardent Watcher0.1 T2 amulet jewelry [Unique] Arcane While equipped: Stats +5 Mag +7 Wil dps ---------- Against +15% Demon ----- def ----- Resists +12% arcane ---------- misc Telepathy Demon Telpty rng +7 Remnant from an order obsessed with watching the skies for the demon menace, they failed to prepare for more terrestrial threats. |
![]() 0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Wil ----- def ----- Resists +5% bleed Mind.save +4 (+2 eff.) HP.reg +2.00 Cut- +20% Rings make your fingers look great! |
![]() 5.0 T4 greatmaul 2H weapon Reqs Str 35 [Ego+] Arcane Power 52.5 - 78.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% Melee+ +12 temporal On Hit: * Create an explosion dealing 45 lightning damage (1/turn) While equipped: dps ---------- Dmg.mod +12% lightning Res.pen +17% lightning ----- def ----- Resists +13% temporal Massive two-handed mauls. |
![]() 3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego] Arcane/Master Power 39.0 - 62.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +16 Crit +3.5% Atk.spd 100% Phasing +20% On Hit: * 25% chance to afflict the target with Bleed, causing 119 Physical damage over 5 turns. While equipped: dps ---------- Mind.pwr +7 (+2 eff.) Dmg.mod +12% physical Massive two-handed swords. |
![]() 3.0 T4 longsword 1H weapon Reqs Str 40 [Unique] Nature/Master Power 38.0 - 53.2 Fire Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +10 Crit +18.0% Atk.spd 100% On Hit: 15% Fire Breath 4 While equipped: Stats +7 Str +7 Wil dps ---------- Dmg.mod +20% fire Res.pen +15% fire ----- def ----- Resists +10% nature +15% fire This ornate blade is carved from the wood of a tree said to burn eternally. Its hilt is encrusted with gems, suggesting it once belonged to a figure of considerable status. The flames seem to bend to the will of the sword's holder. |
![]() 3.0 T4 waraxe 1H weapon Reqs Str 35 [Ego++] Master Power 33.5 - 46.9 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +6.5% Atk.spd 100% On Crit: * Sunder's the enemy's weapon for 5 turns. While equipped: dps ---------- Res.pen +9% physical Acc +13 (+4 eff.) Apr +8 One-handed war axes. |
![]() 1.0 T1 dagger 1H weapon [Rare] Master Power 16.5 - 21.4 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Crit.r2 +8 fire On Hit: * 10 arcane resource burn * 10% chance to reduce armor by 25% While equipped: ----- def ----- Resists +6% nature Sharp, short and deadly. |
![]() 1.0 T1 dagger 1H weapon [Ego] Master Power 15.0 - 19.5 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Rare] Master Power 20.5 - 26.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit.r1 +12 mind While equipped: dps ---------- Dmg.mod +3% lightning +9% mind +6% acid Melee Ret 6 acid Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon [Ego++] Nature Power 29.5 - 38.4 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Against +10% Undead On Crit.r2 +37 fire On Crit: * On a Crit, strike your target with a blast of Light dealing 56 damage (based on StreSngth and Magic). If the target is undead, they are also afflicted by Lightburn for the same amount over 3 turns, reducing their armor by 14 for the duration. While equipped: dps ---------- Crit.mult +16.00% All.spd +5% Res.pen +12% fire Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon [Ego++] Nature Power 30.0 - 39.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Against +11% Vermin +8% Spiderkin On Crit.r2 +8 acid +20 nature On Crit: * Strike your target with a blast of Fire dealing 106 damage (based on Cunning and Magic). If the target is an insect or a spider, they will also begin to Burn for the same amount of damage. While equipped: dps ---------- Crit.mult +21.00% Res.pen +13% acid +13% nature Apr +11 Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon [Ego+] Arcane/Master Power 31.0 - 40.3 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit: * 25% chance to afflict the target with Frostburn, causing 94 Cold damage over 5 turns. On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +8.0% Mind.pwr +6 (+2 eff.) Dmg.mod +13% cold Sharp, short and deadly. |
![]() 3.0 T3 mindstar 1H weapon Reqs Wil 24 [Random Unique] Nature Power 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Melee+ +12 mind While equipped: dps ---------- Mind.crit +3% Mind.pwr +16 (+5 eff.) All.spd +4% Melee+ 7 fire Dmg.mod +8% nature +6% fire Res.pen +10% fire ----- def ----- Resists +9% blight +6% fire Disease- +26% ---------- misc Max.vim +20.00 Talents +1 Attune Mindstar 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. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Random Unique] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- S.pwr/crit +2 Res.pen +5% arcane +15% blight On shield block: * Deals 67 temporal and nature damage to each enemy blocked ----- def ----- Armour +4 Fatigue +8% Resists +17% acid +17% fire +6% nature +7% temporal Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 2.0 T1 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+1 eff.) Dmg.mod +11% light ----- def ----- Resists +16% light +7% all Spell.save +17 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Ego++] Arcane/Nature While equipped: Stats +3 Con dps ---------- Spell.pwr +12 (+6 eff.) Dmg.mod +10% nature +7% all ----- def ----- Resists +9% all Poison- +20% Disease- +24% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego] Master While equipped: ----- def ----- Armour +16 Defense +3 (+1 eff.) Fatigue +12% Resists +21% fire A suit of armour made of mail. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Cun +2 Con dps ---------- Mind.crit +1% Crit.mult +5.00% Dmg.mod +12% mind Res.pen +15% mind ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Mind.crit +1% Crit.mult +5.00% Apr +2 ----- def ----- Armour +7 HP.reg +2.00 Heal.mod +11% A pair of boots made of leather. |
![]() 1.0 T1 hands armor [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +3% arcane ----- def ----- Armour +1 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. |
![]() 1.0 T2 hands armor [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +4% arcane ----- def ----- Armour +2 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. |
![]() 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 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 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 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane A part of set. 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. |
![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +5 Mag +1 Con dps ---------- Phys.pwr +15 (+7 eff.) Apr +1 ----- def ----- Phys.save +9 (+4 eff.) Heal.mod +10% ---------- misc 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. |
![]() 3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 362/400 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. |
Achievements
By bruhhh the Halfling Shadowblade level 23
70th Dusk 122nd year of Ascendancy at 07:14 see stats
By bruhhh the Halfling Shadowblade level 16
29th Dusk 122nd year of Ascendancy at 17:18 see stats
By bruhhh the Halfling Shadowblade level 19
60th Dusk 122nd year of Ascendancy at 16:39 see stats
By bruhhh the Halfling Shadowblade level 24
77th Dusk 122nd year of Ascendancy at 18:34 see stats
By bruhhh the Halfling Shadowblade level 23
70th Dusk 122nd year of Ascendancy at 06:47 see stats
By bruhhh the Halfling Shadowblade level 10
7th Mirth 122nd year of Ascendancy at 00:45 see stats
By bruhhh the Halfling Shadowblade level 20
61st Dusk 122nd year of Ascendancy at 14:57 see stats
By bruhhh the Halfling Shadowblade level 23
70th Dusk 122nd year of Ascendancy at 07:14 see stats
By bruhhh the Halfling Shadowblade level 23
70th Dusk 122nd year of Ascendancy at 07:14 see stats
By bruhhh the Halfling Shadowblade level 16
43rd Dusk 122nd year of Ascendancy at 08:21 see stats
By bruhhh the Halfling Shadowblade level 16
29th Dusk 122nd year of Ascendancy at 17:18 see stats
Log
Elven cultist's Soul Rot hits bruhhh for 423 blight damage.
Decrepitude Disease from Elven cultist hits bruhhh for 55 blight damage.
Elven cultist casts Timeless.
Bruhhh uses Flurry.
Ce'Nibeth the elven guard is on fire!
Ce'Nibeth the elven guard is weakened by the darkness!
Ce'Nibeth the elven guard resists the shadowy cut
Ce'Nibeth the elven guard resists the shadowy cut
bruhhh performs a melee critical strike against Ce'Nibeth the elven guard!
Ce'Nibeth the elven guard resists the shadowy cut
bruhhh performs a melee critical strike against Ce'Nibeth the elven guard!
Ce'Nibeth the elven guard loses 5 health to the entropy.
Elven cultist casts Soul Rot.
bruhhh deflects the projectile from Elven cultist to the west!
bruhhh hits Ce'Nibeth the elven guard for 30 darkness, (31 blocked), 0 physical, (4 blocked), 0 acid, (2 blocked), 0 fire, 0 arcane, (6 blocked), 0 cold, 21 light, 21 darkness, (40 blocked), 0 physical, (4 blocked), 0 acid, (2 blocked), 0 fire, 0 arcane, (6 blocked), 0 cold, 21 light, 21 darkness, 29 darkness, (30 blocked), 0 physical, (4 blocked), 0 acid, (2 blocked), 0 fire, 0 arcane, (6 blocked), 0 cold, 21 light, 21 darkness, (45 blocked), 0 physical, (4 blocked), 0 acid, (2 blocked), 0 fire, 0 arcane, (6 blocked), 0 cold, 21 light, 21 darkness, 57 darkness, (58 blocked), 0 physical, (4 blocked), 0 acid, (2 blocked), 0 fire, 0 arcane, (6 blocked), 0 cold, 21 light, 21 darkness, (82 blocked), 0 physical, (4 blocked), 0 acid, (2 blocked), 0 fire, 0 arcane, (6 blocked), 0 cold, 21 light, 21 darkness (366 total damage).
bruhhh hits Elven cultist for 20 light, 20 light, 20 light, 20 light, 20 light, 20 light (118 total damage).
Burning from Bruhhh hits Ce'Nibeth the elven guard for (3 blocked), 0 fire (0 total damage).
Ce'Nibeth the elven guard casts Timeless.
Ce'Nibeth the elven guard regains their energy.
Ce'Nibeth the elven guard stops burning.
Ce'Nibeth the elven guard's void star absorbs the damage from Elven cultist's Soul Rot, converting it into entropy!
Ce'Nibeth the elven guard vanishes from sight.
Ce'Nibeth the elven guard deactivates Secrets of the Eternals.
Elven cultist's spell attains critical power!
Bruhhh is afflicted by a rotting disease!
Elven cultist's Soul Rot hits Ce'Nibeth the elven guard for (104 to entropy), 128 blight (128 total damage).
Ce'Nibeth the elven guard casts Netherblast.
Ce'Nibeth the elven guard's Netherblast hits bruhhh for 137 temporal damage.
bruhhh the level 24 halfling shadowblade was replaced by a time clone (and no one ever knew the difference) to death by Ce'Nibeth the elven guard on level 1 of Dark crypt.