










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.5 |
Addons | Everyone Options 1.4.5Starts characters off with category points instead of categories known. Ashes of Urh'Rok 1.6.0Official 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 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.0Donators/Buyers bonus! Better Item Description 1.6.0This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.6.0Official 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:
Forbidden Cults 1.6.0Official 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 Roguelike |
Sex | Male |
Race | Cornac |
Class | Adventurer |
Level / Exp | 19 / 71% |
Size | medium |
Lifes / Deaths | Killed by Gemille the orc warrior at level 19 on the 52nd Dusk 122nd year of Ascendancy at 10:14 / 1 |
Primary Stats
Strength | 1 (base 12) |
Dexterity | 1 (base 12) |
Constitution | 27 (base 42) |
Magic | 44 (base 34) |
Willpower | 26 (base 17) |
Cunning | 22 (base 12) |
Resources
Life | -37/469 |
Mana | 69/88 |
Negative | 56/69 |
Positive | 74/74 |
Healing Factor | 0.7743900779737 |
Regeneration | 11.809448689099 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
See Stealth | 15.801724577907 |
See Invisible | 5.8017245779067 |
Offense: Mainhand
Damage | 13 |
Accuracy | 22 |
Crit Chance | 11% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 46 |
Crit Chance | 31% |
Speed | 1 |
Offense: Mind
Mindpower | 26 |
Crit Chance | 10% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +19% |
Lightning | +23% |
Fire | +21% |
Acid | +6% |
Offense: Damage Penetration
Arcane | +5% |
Acid | +25% |
Cold | +5% |
Lightning | +10% |
Defense: Base
Armour (hardiness) | 6 (33%) |
Defense | 12 |
Ranged Defense | 23 |
Fatigue | 0 |
Physical Save | 21 |
Spell Save | 45 |
Mental Save | 21 |
Defense: Resistances
Acid | + 22%( 70%) |
Blight | + 27%( 70%) |
Physical | + 10%( 70%) |
Cold | + 40%( 70%) |
All | + 9%( 70%) |
Lightning | + 50%( 70%) |
Darkness | + 32%( 70%) |
Fire | + 27%( 70%) |
Nature | + 27%( 70%) |
Defense: Immunities
Stun Resistance | 45% |
Instadeath Resistance | 100% |
Pinning Resistance | 90% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 782% for 10 turns (62 total) and instantly restoring 39 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 132 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 at most 365 damage for 3 turns. Its effects scale with your Magic stat. |
Class Talents
Spell / Grave | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Eclipse | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Spell / Air | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Spell / Storm | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Generic Talents
Celestial / Hymns | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Celestial / Chants | 1.00 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Demented / Calamity | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Effects
talent | Hurricane |
talent | Hymn Nocturnalist |
talent | Arcane Shield |
talent | Chant of Resistance |
talent | Jinxed Touch |
talent | Corona |
talent | Feather Wind |
talent | Thunderstorm |
talent | Hymn of Detection |
talent | Shielding |
detrimental effect | The target is infected by a disease, doing 34.07 blight damage per turn and reducing healing received by 74%. EpidemicEach non-disease blight damage done to it will spread the disease. |
detrimental effect | The target is infected by a disease, reducing its dexterity, strength, and constitution by 21. Illness |
beneficial effect | The target's spellpower has been increased by 22. Spellsurge |
beneficial effect | The target has 6 increased saves and defense, and 4% increased critical chance. 2 Jinx |
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 successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Scintillating Caves. Escort: lone alchemist (level 3 of Scintillating Caves)As a reward you improved Magic by +5. | 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 must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed pouch of luminous horror dust. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T1 feet armor [Rare] Nature While equipped: Stats +2 Dex dps ---------- Acc +30 (+15 eff.) Melee Ret 2 light 4 physical ----- def ----- Armour +1 Defense +5 (+5 eff.) HP.reg +2.00 Heal.mod +11% ---------- misc Light +3 A pair of boots made of leather. |
Light source | ![]() 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 122.37 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 122.37 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
On head | ![]() 2.0 T1 head armor [Rare] Arcane While equipped: Stats +1 Cun dps ---------- Mind.crit +1% Crit.mult +15.00% Dmg.mod +11% darkness ----- def ----- Defense +1 (+1 eff.) Resists +16% darkness +1% physical ---------- misc Equi/ret +0.04 A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 161.04 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Res.pen +25% acid +5% cold On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +6% fire Max.HP +56.00 HP.reg +7.00 Heal.mod +12% Rings can have magical properties. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Str +3 Con dps ---------- Crit.mult +15.00% Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Crit.dmg- 5.00% ---------- misc Max.psi +10.00 Rings can have magical properties. |
Around waist | ![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
In main hand | ![]() 5.0 T2 staff 2H weapon [Random Unique] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Dex +4 Cun +3 Con dps ---------- Spell.crit +2% Spell.pwr +11 (+4 eff.) S.pwr/crit +11 Dmg.mod +15% fire ----- def ----- Armour +3 Hardiness +3% Phys.save +2 (+1 eff.) ---------- misc Talents +1 Command Staff Conjure elemental energy in a radius 4 cone, dealing 13.27 to 15.92 fire damage Puts all charms on 8 cooldown Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T2 hands armor [Rare] Psionic While equipped: Stats +5 Cun +1 Wil dps ---------- Dmg.mod +6% acid ----- def ----- Armour +2 HP.reg +4.00 ---------- misc Stam/turn +0.80 Max.stam +13.00 Max.hate +4.00 Max.psi +30.00 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. |
Main armor | ![]() 2.0 T2 cloth armor [Rare] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+1 eff.) Dmg.mod +12% lightning Res.pen +10% lightning ----- def ----- Resists +9% lightning +9% darkness +9% all Spell.save +17 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Spell.crit +2% Crit.mult +5.00% Dmg.mod +6% fire Res.pen +5% arcane ----- def ----- Defense +7 (+7 eff.) Phys.save +6 (+3 eff.) ---------- misc Mana/turn +0.04 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 176 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Inventory
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 lightning, 3 physical, 3 light, 5 cold, 5 nature, 5 mind Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 13 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 13%, your defense is increased by 13 and all your resistances by 13%. 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 T2 amulet jewelry [Ego+] Psionic While equipped: Stats +1 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +7 (+3 eff.) Confus- +10% Amulets can have magical properties. |
![]() 0.1 T1 amulet jewelry [Ego+] Master While equipped: ----- def ----- Phys.save +11 (+6 eff.) Spell.save +11 (+3 eff.) Mind.save +11 (+5 eff.) Amulets can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% nature ----- def ----- Resists +20% nature Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) Rings can have magical properties. |
![]() 1.0 T2 dagger 1H weapon Reqs Dex 16 [Random Unique] Arcane/Nature/Psionic Power 13.0 - 16.9 Physical Uses 45% Str, 45% Dex Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +9 darkness Against +7% Living On Hit: * 20% chance to reduce armor by 34% * 25% chance for lightning to strike from the target to a second target dealing 79 damage While equipped: Stats +1 Str +3 Dex +6 Wil +7 Con dps ---------- Phys.crit +2.0% ----- def ----- Max.HP +10.00 Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon Reqs Dex 16 [Rare] Psionic Power 11.5 - 15.0 Physical Uses 45% Str, 45% Dex Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +11 mind On Hit: * 20 arcane resource burn * 17% chance to reduce all saves and defense by 18 While equipped: Stats +3 Cun +4 Wil dps ---------- On Hit (Melee): * 10% chance to slow global speed by 44% ----- def ----- Resists +3% lightning +20% nature +5% arcane +9% blight Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon Reqs Cun 25 [Unique] Master Power 25.0 - 32.5 Physical Uses 55% Dex, 35% Str Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+5 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
![]() 1.0 T2 dagger 1H weapon Reqs Dex 17 [Unique] Arcane Power 20.0 - 26.0 Physical Uses 45% Dex, 45% Str Acc+ +0.3% 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. |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 10 [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Dex, 50% Cun Acc+ +0.3% crit chance (max 25%) 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 (+11 eff.) Phys.save +15 (+8 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. |
![]() 1.0 T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Power 25.0 - 32.5 Physical Uses 45% Str, 10% Mag, 45% Dex Acc+ +0.3% 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 a spell Description: Conjures up a bolt of darkness, doing 148.90 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 24 [Rare] Master Power 26.0 - 33.8 Physical Uses 45% Str, 45% Dex Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit.r1 +12 nature On Hit: * 20% chance to slow global speed by 44% While equipped: ----- def ----- Resists +9% light ---------- misc Light +1 Sharp, short and deadly. |
![]() 5.0 T1 staff 2H weapon [Unique] Arcane Power 10.0 - 12.0 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +0 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+3 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 3.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 132.28 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (265). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
![]() 5.0 T2 staff 2H weapon [Rare] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Str dps ---------- Phys.crit +1.0% Spell.crit +8% Spell.pwr +6 (+2 eff.) Dmg.mod +15% light Res.pen +10% physical ----- def ----- Spell.save +6 (+2 eff.) ---------- misc Mana/turn +0.12 Mana/s.crit +2.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T1 staff 2H weapon [Ego] Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Crit.mult +10.00% Spell.pwr +3 (+1 eff.) Dmg.mod +10% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T1 trident 2H weapon Reqs Str 12 [Unique] Arcane Power 23.0 - 32.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +8 Crit +5.0% Atk.spd 100% Melee+ +15 cold While equipped: dps ---------- Spell.pwr +10 (+4 eff.) Mov.spd +10% Dmg.mod +10% cold Acc +10 (+5 eff.) ----- def ----- Resists +10% cold On Spell Hit: 20% Glacial Vapour 1 Tidal Wave: Level 1.0 Pwr.cost 80 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 12.44 cold damage and 12.44 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
![]() 1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight +5% light +6% darkness The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Spell.pwr +10 (+4 eff.) Mind.pwr +3 (+1 eff.) ----- def ----- Resists +5% arcane +3% cold Phys.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Max.HP +40.00 Heal.mod +15% A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Cun +2 Dex ----- def ----- Defense +7 (+7 eff.) Phys.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+10 eff.) Resists +15% cold +7% all ---------- misc Masteries +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
![]() 2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 15% ----- def ----- Armour +1 Resists +6% lightning +6% temporal +3% darkness +3% fire A pair of boots made of leather. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 41.76 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
![]() 1.0 T2 hands armor [Rare] Nature While equipped: Stats +7 Wil dps ---------- Melee+ 7 cold Dmg.mod +9% mind +4% cold Melee Ret 6 mind ----- def ----- Armour +2 Resists +7% cold ---------- misc Light +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. |
![]() 1.5 T1 hands armor [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +4 (+2 eff.) Dmg.mod +5% nature Res.pen +5% nature ----- def ----- Armour +2 Defense +1 (+1 eff.) Spell.save +4 (+1 eff.) Max.HP +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
![]() 1.0 T2 hands armor [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Melee+ 5 blight Dmg.mod +4% blight +6% arcane ----- def ----- Armour +2 Resists +6% blight 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. |
![]() 1.5 T2 hands armor [Ego] Arcane While equipped: Stats +4 Mag dps ---------- Melee+ 7 light Dmg.mod +5% arcane +5% light ----- def ----- Armour +2 Fatigue +3% Resists +5% light Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T1 hands armor [Normal] While equipped: ----- 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. |
![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +2 Wil dps ---------- Mind.pwr +25 (+12 eff.) Res.pen +15% mind ----- def ----- Defense +1 (+1 eff.) Resists +6% lightning Mind.save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
![]() 9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+12 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 25 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 44.08 to 132.25 lightning damage (88.16 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
![]() 9.0 T1 light armor Reqs Str 10 [Rare] Disrupt While equipped: Stats +2 Str +2 Dex +2 Wil dps ---------- Dmg.mod +3% acid ----- def ----- Armour +2 Defense +3 (+3 eff.) Fatigue +6% Resists +11% nature +11% blight Crit.dmg- 15.00% D.Red.from +6% Unnatural ---------- misc Infravis +1 A suit of armour made of leather. |
![]() 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 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Bafe_Nightmare_Roguelike the Cornac Adventurer level 10
8th Mirth 122nd year of Ascendancy at 19:43 see stats
By Bafe_Nightmare_Roguelike the Cornac Adventurer level 17
23rd Dusk 122nd year of Ascendancy at 12:26 see stats
By Bafe_Nightmare_Roguelike the Cornac Adventurer level 7
78th Pyre 122nd year of Ascendancy at 19:02 see stats
By Bafe_Nightmare_Roguelike the Cornac Adventurer level 15
13rd Dusk 122nd year of Ascendancy at 23:53 see stats
Log
Bafe_Nightmare_Roguelike is no longer surging arcane power.
Rested for 45 turns (stop reason: all resources and life at maximum).
Bafe_Nightmare_Roguelike's spell attains critical power!
Bafe_Nightmare_Roguelike is surging arcane power.
Hymn of Detection hits Gemille the orc warrior for 20 darkness damage.
Thunderstorm hits Gemille the orc warrior for 29 lightning damage.
Shield of Light hits Gemille the orc warrior for 11 healing, 11 healing (0 total damage) [22 healing].
Gemille the orc warrior uses Orcish Fury.
Gemille the orc warrior enters a state of bloodlust.
Bafe_Nightmare_Roguelike casts Chain Lightning.
Ran for 6 turns (stop reason: hostile spotted to the southeast (Gemille the orc warrior)).
Bafe_Nightmare_Roguelike hits Gemille the orc warrior for 76 lightning damage.
Bafe_Nightmare_Roguelike's Corona hits Gemille the orc warrior for 41 darkness damage.
Shield of Light hits Gemille the orc warrior for 11 healing, 11 healing (0 total damage) [22 healing].
Gemille the orc warrior uses Greater Weapon Focus.
Gemille the orc warrior activates his stralite shield!
The very fabric of time alters around Gemille the orc warrior.
Gemille the orc warrior uses Infusion: Movement.
Gemille the orc warrior is moving at extreme speed!
Bafe_Nightmare_Roguelike's spell attains critical power!
Hymn of Detection hits Gemille the orc warrior for (45 to time), 0 darkness (0 total damage).
Thunderstorm hits Gemille the orc warrior for (24 to time), 0 lightning (0 total damage).
Gemille the orc warrior slows down.
Bafe_Nightmare_Roguelike is afflicted by a crippling illness!
Gemille the orc warrior casts Epidemic.
Bafe_Nightmare_Roguelike is afflicted by an epidemic!
Gemille the orc warrior roars triumphantly.
Saving game...