












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
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 | Cornac |
Class | Adventurer |
Level / Exp | 26 / 82% |
Size | medium |
Lifes / Deaths | Killed by skeleton assassin at level 7 on the 1st Mirth 122nd year of Ascendancy at 21:02 0 / 7Killed by elven cultist at level 12 on the 8th Flare 122nd year of Ascendancy at 17:16 Killed by Yvonor the bloated horror at level 19 on the 29th Haze 122nd year of Ascendancy at 01:47 Killed by Belikira the minotaur at level 22 on the 79th Haze 122nd year of Ascendancy at 03:49 Killed by Urkis, the High Tempest at level 23 on the 10th Decay 122nd year of Ascendancy at 21:13 Killed by elven blood mage at level 26 on the 27th Regrowth 123rd year of Ascendancy at 11:40 Killed by elven corruptor at level 26 on the 29th Regrowth 123rd year of Ascendancy at 05:07 |
Primary Stats
Strength | 1 (base 12) |
Dexterity | 21 (base 12) |
Constitution | 38.620251791984 (base 48) |
Magic | 51 (base 42) |
Willpower | 48 (base 23) |
Cunning | 40 (base 13) |
Resources
Mana | 30/30 |
Negative | 3/90 |
Vim | 170/170 |
Life | -228/577 |
Positive | 82/115 |
Healing Factor | 1.3057824076005 |
Regeneration | 67.809280426695 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 17 |
See Stealth | 11.300370751666 |
See Invisible | 35.300370751666 |
Offense: Mainhand
Damage | 21 |
Accuracy | 17 |
Crit Chance | 40% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 40 |
Crit Chance | 54% |
Speed | 1 |
Offense: Mind
Mindpower | 37 |
Crit Chance | 40% |
Speed | 1 |
Offense: Damage Bonus
Blight | +12% |
Arcane | +6% |
Mind | +12% |
All | 0% |
Lightning | +40% |
Light | +22% |
Darkness | +40% |
Fire | +3% |
Nature | +3% |
Offense: Damage Penetration
Mind | +25% |
Lightning | +61% |
Defense: Base
Armour (hardiness) | 5 (30%) |
Defense | 35 |
Ranged Defense | 41 |
Fatigue | 0 |
Physical Save | 48 |
Spell Save | 45 |
Mental Save | 52 |
Defense: Resistances
Nature | + 19%( 70%) |
Acid | + 32%( 70%) |
Light | + 38%( 70%) |
Lightning | + 24%( 70%) |
Darkness | + 24%( 70%) |
Arcane | + 15%( 70%) |
Fire | + 24%( 70%) |
All | + 11%( 70%) |
Defense: Immunities
Stun Resistance | 45% |
Pinning Resistance | 90% |
Instadeath Resistance | 100% |
Blind 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 258 life over 5 turns. Its effects scale with your Magic 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 166 damage for 3 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 142 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
Celestial / Eclipse | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Spell / Grave | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Spell / Storm | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Spell / Air | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Generic Talents
Corruption / Vile life | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Demented / Calamity | 1.00 |
| 5/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Celestial / Hymns | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Effects
talent | Hurricane |
talent | Hymn Nocturnalist |
talent | Elemental Discord |
talent | Tempest |
talent | Corona |
talent | Feather Wind |
talent | Jinxed Touch |
talent | Vampiric Gift |
talent | Hymn of Detection |
talent | Thunderstorm |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
detrimental effect | The target is infected by a disease, reducing its strength by 11 and doing 22.96 blight damage per turn. Weakness Disease |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
detrimental effect | The target is infected by a disease, reducing its constitution by 11 and doing 22.96 blight damage per turn. Rotting Disease |
beneficial effect | A flow of life spins around the target, regenerating 51.68 life per turn. Regeneration |
beneficial effect | The target has 30 increased saves and defense, 20% increased critical chance, and 12% chance to avoid all damage. 10 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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Willpower by +5. | done |
You failed to protect the lost defiler from death by snow giant. Escort: lost defiler (level 1 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
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 |
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. | 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. | 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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed giant spider spinneret. * You've found the needed electric eel tail. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed length of troll intestine. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 T3 feet armor [Rare] Psionic While equipped: Stats +5 Cun +3 Wil dps ---------- Dmg.mod +18% darkness +12% mind +6% arcane Res.pen +25% mind ----- def ----- Armour +3 Resists +5% arcane Phys.save +10 (+4 eff.) Spell.save +11 (+4 eff.) Mind.save +10 (+3 eff.) A pair of boots made of leather. |
Light source | ![]() 1.0 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.(105 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 T3 head armor [Rare] Master While equipped: Stats +3 Dex +2 Mag +5 Wil dps ---------- Dmg.mod +3% lightning On Hit (Melee): * 20% chance to reduce armor by 31% ----- def ----- Defense +2 (+1 eff.) Phys.save +8 (+3 eff.) ---------- misc Infravis +3 See.Invis +9 A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+6 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +5 Wil dps ---------- Crit.mult +5.00% Dmg.mod +3% nature +12% blight ----- def ----- Resists +9% nature Mind.save +8 (+3 eff.) Rings can have magical properties. |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Crit.mult +15.00% Dmg.mod +12% light ----- def ----- Fatigue -6% Mind.save +18 (+6 eff.) ---------- misc Max.enc +21 Hate/m.crit +1.00 Rings can have magical properties. |
Around waist | ![]() 1.0 T1 belt armor [Ego++] Master While equipped: Stats +4 Dex +4 Wil +7 Cun +5 Lck dps ---------- Against +17% Summoned ----- def ----- D.Red.from +19% Summoned Stealth +7 ---------- misc T.Disarm +5 Infravis +3 A belt that goes around your waist. |
In main hand | ![]() 5.0 T2 staff 2H weapon [Rare] Nature 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: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% lightning +3% fire +15% darkness Res.pen +25% lightning ----- def ----- Defense +7 (+3 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 68.49 light damage. Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T2 hands armor [Rare] Master While equipped: dps ---------- Phys.crit +7.0% Spell.crit +5% Mind.crit +9% Crit.mult +9.00% Phys.pwr +15 (+9 eff.) ----- def ----- Armour +2 Resists +24% acid Phys.save +6 (+2 eff.) ---------- misc Infravis +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. |
Main armor | ![]() 2.0 T3 cloth armor [Rare] Psionic While equipped: Stats +4 Cun +3 Wil dps ---------- Crit.mult +13.00% ----- def ----- Resists +15% fire +11% all ---------- misc Hate/m.crit +3.00 Psi/m.crit +3.00 Infravis +3 See.Invis +15 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Dex +2 Mag +3 Cun +2 Con dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +3% lightning Melee Ret 10 mind ----- def ----- Defense +2 (+1 eff.) Crit.dmg- 15.00% 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] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Inventory
![]() 0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 15% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 342.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
![]() 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+6 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
![]() 0.1 T1 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +2 Mag ----- def ----- Resists +11% light +10% darkness Blind- +21% Amulets can have magical properties. |
![]() 0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+3 eff.) Fatigue -7% Mind.save +13 (+4 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 50 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() 0.1 T4 ring jewelry [Ego+] Master While equipped: Stats +8 Cun +5 Dex dps ---------- Acc +8 (+5 eff.) Rings can have magical properties. |
![]() 3.0 T4 battleaxe 2H weapon Reqs Str 35 [Ego] Arcane Power 41.0 - 61.5 Physical Uses 120% Str Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% Melee+ +19 light Against +14% Undead Massive two-handed battleaxes. |
![]() 5.0 T3 greatmaul 2H weapon Reqs Str 24 [Ego] Arcane Power 41.5 - 62.3 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +10 light Against +10% Undead On Hit.r1 +16 fire Massive two-handed mauls. |
![]() 3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego] Nature Power 38.5 - 61.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +12 nature Massive two-handed swords. |
![]() 3.0 T4 mace 1H weapon Reqs Str 35 [Random Unique] Arcane/Nature Power 39.5 - 55.3 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% Melee+ +26 nature On Hit: * Create an explosion dealing 69 fire damage (1/turn) While equipped: dps ---------- Phys.crit +3.0% Dmg.mod +21% fire Res.pen +13% fire On Hit (Melee): * 20% chance to reduce armor by 31% ----- def ----- Armour +2 Defense +5 (+2 eff.) Resists +3% acid Blunt and deadly. |
![]() 3.0 T3 mace 1H weapon Reqs Str 24 [Ego] Master Power 27.5 - 38.5 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Acc +7 (+4 eff.) ----- def ----- Defense +6 (+3 eff.) Disarm- +25% Blunt and deadly. |
![]() 3.0 T4 mindstar 1H weapon [Normal] Nature Power 13.0 - 14.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 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 T2 staff 2H weapon [Ego++] 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: dps ---------- Spell.crit +2% Spell.pwr +14 (+5 eff.) Dmg.mod +15% blight ---------- misc Mana/turn +0.18 Talents +1 Command Staff On Spell Hit: 10% Moonlight Ray 2 Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 1.0 T3 belt armor [Rare] Arcane While equipped: Stats +6 Mag +6 Wil dps ---------- Spell.crit +4% Dmg.mod +9% lightning +15% cold +21% temporal ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +3 Cun dps ---------- Phys.pwr +5 (+4 eff.) Dmg.mod +6% mind Res.pen +5% mind ----- def ----- Armour +6 Defense +6 (+3 eff.) Phys.save +6 (+2 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 (+5 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Water +0.30 Spell/Ice +0.30 Spell/Frost alchemy 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] Master While equipped: dps ---------- Dmg.mod +6% nature Melee Ret 2 light ----- def ----- Armour +1 Resists +3% acid +9% fire ---------- misc Stam/turn +0.40 Max.stam +12.00 A pair of boots made of leather. |
![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +1 Str +5 Dex +3 Wil +5 Cun +4 Con dps ---------- Crit.mult +10.00% ----- def ----- Armour +11 Defense +6 (+3 eff.) Fatigue +5% Resists -23% light +20% darkness +4% all Phys.save +9 (+3 eff.) Mind.save +3 (+1 eff.) ---------- misc Mana/s.crit +2.00 Infravis +2 A cap made of leather. |
![]() 2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 46.56 to 139.69 lightning damage (93.13 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
![]() 3.0 T3 head armor [Ego] Nature/Master While equipped: Stats +5 Dex ----- def ----- Armour +4 Fatigue +4% Resists +5% lightning +8% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 17.0 T3 massive armor Reqs - Massive armour training Str 35 [Normal] While equipped: ----- def ----- Armour +11 Fatigue +22% A suit of armour made of metal plates. |
![]() 17.0 T3 massive armor Reqs - Massive armour training Str 35 [Ego++] Nature/Master While equipped: Stats +4 Str +4 Con ----- def ----- Armour +11 Fatigue +22% Max.HP +63.00 HP.reg +3.00 Heal.mod +12% A suit of armour made of metal plates. |
![]() 17.0 T3 massive armor Reqs - Massive armour training Str 35 [Ego+] Arcane While equipped: dps ---------- Melee+ 11 acid 13 fire Melee Ret 10 acid 10 fire ----- def ----- Armour +11 Fatigue +22% Resists +17% acid +16% fire A suit of armour made of metal plates. |
![]() 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 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 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 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 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 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
![]() 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 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+3 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 9 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. |
![]() 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. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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 T3 torque charm [Ego+] Psionic Project a gust of wind in a cone knocking enemies back 9 spaces and dealing 220 physical damage Puts all charms on 15 cooldown 100% to increase all damage penetration by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 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 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 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 Windfury the Cornac Adventurer level 23
9th Decay 122nd year of Ascendancy at 13:39 see stats
By Bafe Windfury the Cornac Adventurer level 19
27th Haze 122nd year of Ascendancy at 09:30 see stats
By Bafe Windfury the Cornac Adventurer level 10
9th Mirth 122nd year of Ascendancy at 10:18 see stats
By Bafe Windfury the Cornac Adventurer level 20
59th Haze 122nd year of Ascendancy at 15:03 see stats
By Bafe Windfury the Cornac Adventurer level 7
79th Pyre 122nd year of Ascendancy at 12:16 see stats
By Bafe Windfury the Cornac Adventurer level 16
70th Dusk 122nd year of Ascendancy at 10:50 see stats
By Bafe Windfury the Cornac Adventurer level 10
1st Flare 122nd year of Ascendancy at 14:55 see stats
By Bafe Windfury the Cornac Adventurer level 16
70th Dusk 122nd year of Ascendancy at 04:33 see stats
By Bafe Windfury the Cornac Adventurer level 17
9th Haze 122nd year of Ascendancy at 21:11 see stats
Log
Rotting Disease from Elven corruptor hits Bafe Windfury for 25 blight damage.
Weakness Disease from Elven corruptor hits Bafe Windfury for 25 blight damage.
Bafe Windfury receives 3 healing from Elven corruptor.
Bafe Windfury uses Infusion: Regeneration.
Bafe Windfury starts regenerating health quickly.
Elven corruptor casts Drain.
Elven corruptor hits Bafe Windfury for 149 blight damage.
Thunderstorm hits Elven corruptor for 18 lightning damage.
Weakness Disease from Elven corruptor hits Bafe Windfury for 25 blight damage.
Rotting Disease from Elven corruptor hits Bafe Windfury for 25 blight damage.
Elven corruptor casts Soul Rot.
Elven corruptor's Soul Rot hits Bafe Windfury for 182 blight damage.
Bafe Windfury the level 26 cornac adventurer was fouled to death by an elven corruptor on level 4 of Dark crypt.
Bafe Windfury deactivates Vampiric Gift.
Bafe Windfury deactivates Corona.
Bafe Windfury stops regenerating health quickly.
Bafe Windfury deactivates Hymn of Detection.
Bafe Windfury vanishes from sight.
Bafe Windfury deactivates Tempest.
Bafe Windfury deactivates Elemental Discord.
Bafe Windfury deactivates Hymn Nocturnalist.
Bafe Windfury deactivates Jinxed Touch.
Bafe Windfury deactivates Feather Wind.
Bafe Windfury is free from the weakness disease.
Bafe Windfury deactivates Thunderstorm.
The furious lightning storm around Bafe Windfury calms down and disappears.
Bafe Windfury deactivates Hurricane.
Bafe Windfury is free from the rotting disease.