











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Female |
Race | Cornac |
Class | Marauder |
Level / Exp | 15 / 59% |
Size | medium |
Lifes / Deaths | Killed by Xerann the white wolf at level 9 on the 3rd Summertide 122nd year of Ascendancy at 08:29 / 2Killed by Urkis, the High Tempest at level 15 on the 38th Dusk 122nd year of Ascendancy at 11:47 |
Primary Stats
Strength | 41 (base 31) |
Dexterity | 42 (base 34) |
Constitution | 27 (base 18) |
Magic | 15 (base 10) |
Willpower | 22 (base 10) |
Cunning | 26 (base 11) |
Resources
Life | -147/406 |
Stamina | 123/172 |
Healing Factor | 1.1386945338482 |
Regeneration | 10.884859971614 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 3 |
Offense: Mainhand
Damage | 57 |
Accuracy | 43 |
Crit Chance | 26% |
APR | 19 |
Speed | 1.00 |
Offense: Offhand
Damage | 45 |
Accuracy | 43 |
Crit Chance | 25% |
APR | 18 |
Speed | 1.00 |
Offense: Spell
Spellpower | 21 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Acid | +11% |
Fire | +13% |
Temporal | +11% |
Nature | +8% |
Physical | +17% |
Cold | +29% |
All | +5% |
Offense: Damage Penetration
Acid | +15% |
Mind | +20% |
Temporal | +15% |
Defense: Base
Armour (hardiness) | 30.08934837382 (81.151787968034%) |
Defense | 39 |
Ranged Defense | 39 |
Fatigue | 29 |
Physical Save | 25 |
Spell Save | 25 |
Mental Save | 16 |
Defense: Resistances
Acid | + 12%( 70%) |
Physical | + 15%( 70%) |
Cold | + 51%( 70%) |
All | 0%( 70%) |
Darkness | + 27%( 70%) |
Light | + 18%( 70%) |
Lightning | + 9%( 70%) |
Fire | + 23%( 70%) |
Nature | + 10%( 70%) |
Defense: Immunities
Stun Resistance | 45% |
Pinning Resistance | 20% |
Instadeath Resistance | 100% |
Confusion Resistance | 20% |
Inscriptions (3/3)
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. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Technique / Duelist | 1.50 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Bloodthirst | 1.00 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Technique / Throwing knives | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Thuggery | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 3/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning 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 have explored the Old Forest and vanquished Wrathroot. * 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 |
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. | 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 |
Equipment
On feet | ![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | ![]() 2.0 T1 lite [Ego] Master While equipped: ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +3 Dex dps ---------- Phys.crit +1.0% Dmg.mod +12% physical ----- def ----- Defense +7 (+3 eff.) Resists +15% physical Die.at -60.00 life A pointy cloth hat, very wizardly... |
On hands | ![]() 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 4/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 40.19 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. |
Tool | ![]() 2.0 T2 torque charm [Rare] Psionic While equipped: Stats +1 Str +1 Wil dps ---------- Res.pen +20% mind ----- def ----- Crit.chn- 5.00% ---------- misc Light +1 Infravis +3 Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 193 physical damage Puts all charms on 15 cooldown 100% to reduce fatigue by 20% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Phys.pwr +7 (+2 eff.) Spell.pwr +8 (+4 eff.) Mind.pwr +8 (+4 eff.) Dmg.mod +6% acid +5% all Res.pen +15% acid Melee Ret 4 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +3% nature ----- def ----- Armour +2 Defense +15 (+5 eff.) Die.at -40.00 life HP.reg +4.00 Stun/Frz- +25% ---------- misc Stam/turn +3.00 Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Ego+] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +7 (+3 eff.) Max.HP +34.00 HP.reg +1.00 Amulets make your neck look great! |
In main hand | ![]() 1.0 T3 dagger 1H weapon [Rare] Psionic Power 18.0 - 23.4 Physical Uses 50% Dex, 50% Str Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +5 darkness Against +5% Living While equipped: ----- def ----- Resists +12% acid +9% lightning Spell.save +6 (+3 eff.) Max.HP +20.00 Pinning- +20% ---------- misc Light +1 Sharp, short and deadly. |
Around waist | ![]() 1.0 T1 belt armor [Ego] Arcane While equipped: ----- def ----- Resists +6% light +5% darkness A belt that goes around your waist. |
In off hand | ![]() 1.0 T2 dagger 1H weapon [Random Unique] Arcane/Nature/Master Power 13.0 - 16.9 Physical Uses 50% Dex, 50% Str Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +5 fire On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +5 Str +5 Dex +5 Mag +4 Wil +4 Cun +6 Con dps ---------- Phys.crit +5.0% Dmg.mod +3% fire ----- def ----- Resists +9% cold Crit.chn- 15.00% Sharp, short and deadly. |
Cloak | ![]() 2.0 T3 cloak armor [Unique] Arcane While equipped: dps ---------- Melee Ret 30 fire ----- def ----- Defense +14 (+5 eff.) Resists +10% fire +10% darkness +10% cold ---------- misc Masteries +0.20 Corruption/Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
Main armor | ![]() 17.0 T3 massive armor Reqs Massive armour training [Rare] Arcane While equipped: dps ---------- Dmg.mod +9% cold +6% temporal Res.pen +15% temporal ----- def ----- Armour +11 Fatigue +22% Resists +12% cold +3% fire +12% darkness +12% light A suit of armour made of metal plates. |
Inventory
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 19% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 T1 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Resists +6% physical Blind- +10% ---------- misc Stam/turn +0.20 Infravis +3 Sight +2 See.Invis +5 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Mind.crit +4% Mind.pwr +5 (+3 eff.) Dmg.mod +12% lightning ----- def ----- Fatigue -6% HP.reg +2.00 ---------- misc Max.hate +2.00 See.Invis +6 Amulets make your neck look great! |
![]() 0.1 T2 ring jewelry [Ego+] Nature/Psionic While equipped: ----- def ----- Resists +7% nature +6% blight Mind.save +6 (+5 eff.) Poison- +12% Disease- +11% Confus- +20% Rings make your fingers look great! |
![]() 5.0 T2 staff 2H weapon Reqs Mag 16 [Normal] Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) Dmg.mod +15% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 greatmaul 2H weapon [Normal] Power 27.0 - 40.5 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 Power 25.5 - 40.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +10 light Against +10% Undead Massive two-handed swords. |
![]() 1.0 T1 dagger 1H weapon [Ego] Arcane/Master Power 9.0 - 11.7 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +5 blight On Hit: * 6% chance to reduce strength, dexterity, and constitution by 13 While equipped: dps ---------- Acc +5 (+2 eff.) ----- def ----- Defense +5 (+2 eff.) Disarm- +20% Sharp, short and deadly. |
![]() 1.0 T1 dagger 1H weapon [Ego] Arcane/Master Power 15.0 - 19.5 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Hit.r1 +5 fire Sharp, short and deadly. |
![]() 1.0 T1 dagger 1H weapon [Normal] Power 10.5 - 13.7 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
![]() 1.0 T1 dagger 1H weapon [Normal] Power 9.5 - 12.3 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Rare] Arcane Power 18.5 - 24.1 Physical Uses 50% Dex, 50% Str Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +8 light Against +10% Undead While equipped: dps ---------- Res.pen +20% fire Melee Ret 4 temporal ----- def ----- Resists +6% temporal Sharp, short and deadly. |
![]() 4.0 T2 longbow 2H weapon Reqs Shoot [Ego+] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 On Hit: 10% Arcane Vortex 2 While equipped: Stats +3 Mag dps ---------- Spell.pwr +11 (+6 eff.) Dmg.mod +11% arcane Longbows are used to shoot arrows at your foes. |
![]() 3.0 T2 shot ammo [Normal] Power 20.0 - 24.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 18 Shots are used with slings to pummel your foes to death. |
![]() 2.0 T2 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +10% fire ----- def ----- Resists +9% all +15% fire A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
![]() 9.0 T2 light armor [Ego] Arcane While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +11% light +11% darkness A suit of armour made of leather. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Ego] Disrupt/Master While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +10% blight +10% nature +15% lightning A suit of armour made of mail. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Ego] Arcane While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +10% light +11% darkness A suit of armour made of mail. |
![]() 17.0 T1 massive armor Reqs Massive armour training [Rare] Master While equipped: dps ---------- Dmg.mod +3% physical ----- def ----- Armour +7 Defense +5 (+2 eff.) Fatigue +22% Resists +9% lightning +17% cold +6% light Die.at -40.00 life ---------- misc Stam/turn +1.00 A suit of armour made of metal plates. |
![]() 2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Defense +7 (+3 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 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Fatigue -4% Phys.save +5 (+2 eff.) ---------- misc Max.enc +20 A pair of boots made of leather. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 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. |
![]() 1.0 T2 hands armor [Rare] Psionic While equipped: Stats +6 Dex dps ---------- Crit.mult +5.00% ----- def ----- Armour +6 Resists +3% nature Phys.save +3 (+1 eff.) HP.reg +3.00 ---------- misc Stam/turn +1.80 Max.stam +11.00 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. |
![]() 1.0 T2 hands armor [Ego+] Disrupt While equipped: dps ---------- Phys.pwr +8 (+2 eff.) Acc +6 (+2 eff.) Apr +5 ----- def ----- Armour +2 Resists +7% blight Spell.save +10 (+5 eff.) 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 Reqs Heavy armour training [Ego] Master/Psionic While equipped: Stats +3 Dex dps ---------- Melee+ 5 mind Dmg.mod +4% mind Acc +11 (+4 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +5% mind 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. |
![]() 3.0 T1 head armor Reqs Heavy armour training [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. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.4 Pwr.cost 25 out of 25/25. Range 6 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 75.54 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 75.54 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. |
Axe of Fluffy Evil Axe of Fluffy Evil4.0 axe misc [Unique] Unknown Create a ... clockwork gnome. Uses 50 power out of 50/50 It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Melee Ret 10 acid ----- def ----- Resists +6% temporal +3% fire Die.at -20.00 life ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+7 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 7 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 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. |
Achievements
By MELEE PAPOU the Cornac Marauder level 10
3rd Summertide 122nd year of Ascendancy at 17:43 see stats
By MELEE PAPOU the Cornac Marauder level 14
10th Dusk 122nd year of Ascendancy at 20:49 see stats
By MELEE PAPOU the Cornac Marauder level 9
1st Summertide 122nd year of Ascendancy at 12:17 see stats
By MELEE PAPOU the Cornac Marauder level 9
3rd Summertide 122nd year of Ascendancy at 08:29 see stats
Log
MELEE PAPOU is caught inside a Hurricane.
Urkis, the High Tempest hits Storm drake hatchling for 128 lightning damage.
Urkis, the High Tempest hits MELEE PAPOU for 229 lightning damage.
MELEE PAPOU is dazed!
You are unable to move!
You are unable to move!
MELEE PAPOU wears (replacing hardened leather gloves 'Sulfurhunger' (0 def, 6 armour)): Flamewrought (0 def, 2 armour).
Storm drake hatchling is not dazed anymore.
MELEE PAPOU is not dazed anymore.
Hurricane from Urkis, the High Tempest hits Storm drake hatchling for 56 lightning damage.
Hurricane from Urkis, the High Tempest hits MELEE PAPOU for 100 lightning damage.
Urkis, the High Tempest casts Manathrust.
MELEE PAPOU feels pain again.
MELEE PAPOU no longer revels in blood quite so much.
Hurricane from Urkis, the High Tempest hits MELEE PAPOU for 54 lightning damage.
MELEE PAPOU uses Heartseeker.
MELEE PAPOU uses Heartseeker.
MELEE PAPOU stops regenerating health quickly.
Hurricane from Urkis, the High Tempest hits MELEE PAPOU for 70 lightning damage.
Urkis, the High Tempest casts Lightning.
Urkis, the High Tempest hits MELEE PAPOU for 209 lightning damage.
MELEE PAPOU is dazed!
MELEE PAPOU is not dazed anymore.
Talent Whirlwind is ready to use.
Hurricane from Urkis, the High Tempest hits MELEE PAPOU for 97 lightning damage.
MELEE PAPOU the level 15 cornac marauder was zapped to death by Urkis, the High Tempest and used in mad electrical reanimation experiments on level 2 of Tempest Peak.