















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.6 |
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 1.6.6Donators/Buyers bonus! Better Item Description 1.6.6This 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 | Normal Adventure |
Sex | Male |
Race | Dwarf |
Class | Adventurer |
Level / Exp | 17 / 1% |
Size | medium |
Lifes / Deaths | Killed by Ben Cruthdar, the Cursed at level 7 on the 28th Voratun 122nd year of Ascendancy at 06:00 0 / 6Killed by Gudhevea the dremling at level 16 on the 38th Profit 122nd year of Ascendancy at 09:03 Killed by Iserinne the minotaur at level 16 on the 38th Profit 122nd year of Ascendancy at 10:03 Killed by Porytta the giant red ant at level 16 on the 41st Profit 122nd year of Ascendancy at 05:04 Killed by worm that walks at level 17 on the 41st Profit 122nd year of Ascendancy at 14:59 Killed by worm that walks at level 17 on the 41st Profit 122nd year of Ascendancy at 15:33 |
Primary Stats
Strength | 44 (base 32) |
Dexterity | 12 (base 12) |
Constitution | 42 (base 25) |
Magic | 10 (base 12) |
Willpower | 57 (base 30) |
Cunning | 22 (base 12) |
Resources
Life | -32/689 |
Stamina | 266/266 |
Equilibrium | 18 |
Healing Factor | 1.2264150943396 |
Regeneration | 132.33748148415 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +86.95652173913% |
Vision
Sight | 10 |
Lite | 4 |
See Stealth | 7 |
See Invisible | 5 |
Offense: Mainhand
Damage | 52 |
Accuracy | 37 |
Crit Chance | 7% |
APR | 36 |
Speed | 1.00 |
Offense: Offhand
Damage | 56 |
Accuracy | 37 |
Crit Chance | 11% |
APR | 31 |
Speed | 1.00 |
Offense: Spell
Spellpower | 12 |
Crit Chance | 7% |
Speed | 1 |
Offense: Mind
Mindpower | 45 |
Crit Chance | 10% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +2% |
Mind | +6% |
Nature | +15% |
Offense: Damage Penetration
Darkness | +5% |
Lightning | +20% |
Fire | +5% |
Light | +20% |
Defense: Base
Armour (hardiness) | 2 (30%) |
Defense | 2 |
Ranged Defense | 2 |
Fatigue | 0 |
Physical Save | 31 |
Spell Save | 50 |
Mental Save | 35 |
Defense: Resistances
Acid | + 10%( 70%) |
Light | + 10%( 70%) |
Nature | + 28%( 70%) |
Blight | + 15%( 70%) |
Cold | + 10%( 70%) |
Fire | + 10%( 70%) |
All | + 7%( 70%) |
Defense: Immunities
Poison Resistance | 70% |
Instadeath Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 257 life over 5 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 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 182 damage for 3 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 154 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
Technique / Combat veteran | 1.20 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Tireless Combatant | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Technique / Battle tactics | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.20 |
| 2/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Technique / Conditioning | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Pace Yourself |
talent | Psiblades |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
beneficial effect | The target has 31 increased life regeneration. Recovery |
beneficial effect | A flow of life spins around the target, regenerating 51.36 life per turn. Regeneration |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You failed to protect the lost defiler from death by shivgoroth. Escort: lost defiler (level 3 of Norgos Lair) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Strength by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved Constitution by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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 |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | active |
Equipment
On feet | ![]() 2.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +1 Fatigue -4% Phys.save +6 (+3 eff.) ---------- misc Max.enc +20 A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Crit.mult +20.00% Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Light +3 See.Stealth +7 See.Invis +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Phys.pwr +4 (+1 eff.) Res.pen +5% light +5% fire ----- def ----- Armour +1 Fatigue +1% Resists +9% blight +3% fire +3% light +3% cold A cap made of leather. |
On hands | ![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Tool | ![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 11 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Res.pen +5% darkness Melee Ret 10 blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 7 ----- def ----- Resists +3% acid Mind.save +8 (+4 eff.) Rings can have magical properties. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Rings can have magical properties. |
Around neck | ![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con Amulets can have magical properties. |
In main hand | ![]() 3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 5.0 - 5.5 Nature Uses 90% Wil, 54% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +32 Crit +3.0% Atk.spd 100% Melee+ +8 light +16 lightning On Crit.r2 +20 lightning While equipped: dps ---------- Mind.crit +2% Mind.pwr +7 (+2 eff.) Melee+ 5 mind 5 darkness Dmg.mod +6% mind +2% darkness Res.pen +15% light ---------- misc Light +1 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. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Cun +4 Wil dps ---------- Res.pen +20% lightning Against +16% Summoned Melee Ret 4 nature ----- def ----- Resists +3% nature D.Red.from +16% Summoned A belt that goes around your waist. |
In off hand | ![]() 3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 90% Wil, 54% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +27 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +7 (+2 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 187.81 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Dex +7 Wil +2 Cun dps ---------- Mind.crit +1% Crit.mult +5.00% Acc +4 (+4 eff.) Apr +4 ----- 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. |
Main armor | ![]() 2.0 T1 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +2% Spell.pwr +2 (+2 eff.) ----- def ----- Resists +7% all Spell.save +15 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 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 instantly heal yourself for 68 then cleanse 1 wound, poison, and disease effect. 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. |
![]() 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: 4 physical, 4 darkness, 4 temporal, 5 fire, 5 nature, 4 arcane 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 [Ego] Nature While equipped: Stats +2 Dex Amulets can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +11% light Acc +6 (+6 eff.) ----- def ----- Resists +22% light Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+4 eff.) Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +10% fire ----- def ----- Armour +6 Resists +20% fire Rings can have magical properties. |
![]() 5.0 T1 greatmaul 2H weapon [Unique] Master Power 30.0 - 51.0 Physical Uses 130% Str Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 60% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
![]() 5.0 T2 greatmaul 2H weapon [Normal] Power 29.0 - 43.5 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Massive two-handed mauls. |
![]() 3.0 T2 greatsword 2H weapon [Ego] Arcane/Nature Power 25.0 - 40.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +7 nature On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Massive two-handed swords. |
![]() 3.0 T2 greatsword 2H weapon [Ego] Arcane Power 26.5 - 42.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +12 cold Massive two-handed swords. |
![]() 3.0 T2 longsword 1H weapon [Ego] Arcane Power 15.0 - 21.0 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +7 cold Sharp, long, and deadly. |
![]() 3.0 T1 mindstar 1H weapon [Rare] Nature/Psionic Power 2.0 - 2.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% On Hit.r1 +12 cold While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+0 eff.) Melee+ 4 mind 3 darkness Dmg.mod +2% darkness +3% light +2% mind ----- def ----- Crit.dmg- 5.00% Mind.save +12 (+6 eff.) ---------- misc 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. |
![]() 3.0 T1 mindstar 1H weapon [Ego] Nature Power 2.5 - 2.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +5 (+1 eff.) ---------- misc 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. |
![]() 3.0 T1 mindstar 1H weapon [Normal] Nature Power 2.5 - 2.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+0 eff.) ---------- misc 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. |
![]() 3.0 T1 mindstar 1H weapon [Normal] Nature Power 2.5 - 2.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+0 eff.) ---------- misc 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. |
![]() 5.0 T1 staff 2H weapon Reqs Mag 11 [Rare] Nature 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: Stats +2 Str dps ---------- Spell.crit +1% Phys.pwr +15 (+5 eff.) Spell.pwr +3 (+3 eff.) Dmg.mod +10% darkness Res.pen +10% physical ----- def ----- Defense +6 (+6 eff.) Crit.dmg- 5.00% Phys.save +9 (+4 eff.) Spell.save +9 (+3 eff.) Blind- +20% ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 43.54 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 1.0 T1 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Resists +6% cold +6% fire Spell.save +5 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Ego] Arcane/Master While equipped: ----- def ----- Defense +7 (+7 eff.) Phys.save +5 (+2 eff.) Spell.save +5 (+2 eff.) Mind.save +5 (+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 T2 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) Dmg.mod +12% acid ----- def ----- Resists +18% acid +9% all Mind.save +18 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 feet armor [Ego] Nature While equipped: ----- def ----- Armour +1 Resists +5% lightning +5% temporal A pair of boots made of leather. |
![]() 3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +4 Fatigue +2% ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T3 feet armor [Ego] Master While equipped: Stats +7 Lck +3 Dex ----- def ----- Armour +3 Stealth +6 ---------- misc Stam/turn +0.50 Max.stam +18.00 A pair of boots made of leather. |
![]() 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. |
![]() 1.0 T1 hands armor [Rare] Master While equipped: Stats +2 Dex +4 Cun dps ---------- Acc +12 (+10 eff.) ----- def ----- Armour +1 ---------- misc Equi/ret +0.04 Psi/ret +0.04 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. |
![]() 3.0 T2 head armor [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 (+6 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 3.0 T1 head armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 T1 heavy armor [Ego] Nature/Master While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Resists +15% fire HP.reg +2.00 ---------- misc Stam/turn +0.50 A suit of armour made of mail. |
![]() 14.0 T2 heavy armor [Normal] While equipped: ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
![]() 9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+3 eff.) Fatigue +6% A suit of armour made of leather. |
![]() 7.0 T2 shield armor [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +8 Cun dps ---------- Crit.mult +10.00% ----- def ----- Armour +7 Fatigue +8% Mind.save +9 (+5 eff.) ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 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 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 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 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. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 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. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Mind.crit +5% Mind.pwr +5 (+1 eff.) Res.pen +15% light ----- def ----- Resists +5% arcane +9% cold Mind.save +5 (+3 eff.) ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- 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. |
![]() 2.0 T1 lite [Ego] Psionic While equipped: ----- def ----- Mind.save +5 (+3 eff.) ---------- misc Light +3 See.Stealth +5 See.Invis +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. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Defense +5 (+5 eff.) Resists +3% nature +3% darkness Blind- +10% Heal yourself and all friendly characters within 10 spaces for 122 Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 190 Base Damage: 98 Armor: 5 All Resist: 2 Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 140 Puts all charms on 10 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 wand charm [Rare] Arcane While equipped: ----- def ----- Armour +6 ---------- misc Stam/turn +1.00 Max.stam +10.00 Fire a magical bolt dealing 100 fire damage Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 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 l3afe_Adventure_Normal the Dwarf Adventurer level 10
5th Profit 122nd year of Ascendancy at 07:50 see stats
By l3afe_Adventure_Normal the Dwarf Adventurer level 5
18th Voratun 122nd year of Ascendancy at 13:24 see stats
By l3afe_Adventure_Normal the Dwarf Adventurer level 8
2nd Profit 122nd year of Ascendancy at 12:15 see stats
By l3afe_Adventure_Normal the Dwarf Adventurer level 13
18th Profit 122nd year of Ascendancy at 00:25 see stats
Log
Talent Attune Mindstar is ready to use.
You are sent back to the material plane!
L3afe_Adventure_Normal uses Infusion: Regeneration.
L3afe_Adventure_Normal starts regenerating health quickly.
Worm that walks casts Acid Strike.
Worm that walks casts Epidemic.
L3afe_Adventure_Normal is afflicted by an epidemic!
Worm that walks casts Virulent Strike.
L3afe_Adventure_Normal is recovering from the damage!
Worm that walks HEALS from blight damage!
Worm that walks HEALS from blight damage!
Worm that walks hits l3afe_Adventure_Normal for 45 physical, 19 blight, 86 lightning, 23 physical, 6 temporal, 19 blight, 91 acid, 14 blight, 19 blight, 9 blight, 6 temporal, 19 blight (355 total damage).
Melee retaliation hits Worm that walks for 4 nature, 0 blight, 5 healing, 4 nature, 0 blight, 5 healing, 4 nature, 0 blight, 5 healing, 4 nature, 0 blight, 5 healing (17 total damage) [22 healing].
Melee retaliation hits Worm that walks for 4 nature, 0 blight, 5 healing, 4 nature, 0 blight, 5 healing, 4 nature, 0 blight, 5 healing, 4 nature, 0 blight, 5 healing (17 total damage) [22 healing].
Worm that walks hits l3afe_Adventure_Normal for 36 acid, 6 blight, 16 blight, 16 blight, 6 blight, 16 blight, 9 blight, 17 blight, 79 acid, 23 acid, 17 blight, 84 acid (326 total damage).
Ruin hits Worm that walks for 8 healing, 8 healing, 8 healing, 8 healing (0 total damage) [33 healing].
Ruin hits Worm that walks for 7 healing, 7 healing, 7 healing, 7 healing (0 total damage) [29 healing].
Epidemic from Worm that walks hits l3afe_Adventure_Normal for 29 blight damage.
Poison from L3afe_Adventure_Normal hits Worm that walks for 3 nature damage.
LIFE LOST WARNING!
L3afe_Adventure_Normal uses Infusion: Healing.
L3afe_Adventure_Normal is free from the epidemic.
l3afe_Adventure_Normal gains 4% of a turn from Ancestral Life.
l3afe_Adventure_Normal receives 103 healing from Infusion: Healing.
Worm that walks uses Blindside.
Worm that walks performs a melee critical strike against l3afe_Adventure_Normal!
Saving game...