












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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:
Items Vault 1.7.6Donators/Buyers bonus! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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:
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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Thalore |
Class | Skirmisher |
Level / Exp | 30 / 54% |
Size | medium |
Lifes / Deaths | Killed by Grand Corruptor at level 24 on the 21st Regrowth 123rd year of Ascendancy at 06:28 / 2Killed by Gloryba the luminous horror at level 30 on the 10th Pyre 123rd year of Ascendancy at 17:45 |
Primary Stats
Strength | 16 (base 10) |
Dexterity | 70 (base 57) |
Constitution | 17 (base 10) |
Magic | 51 (base 37) |
Willpower | 16 (base 11) |
Cunning | 57 (base 37) |
Resources
Life | -46/660 |
Stamina | 159/202 |
Healing Factor | 1.062941519274 |
Regeneration | 13.734776199641 |
Speed
Mental | -1.1102230246252E-14% |
Attack | 0% |
Movement | +30% |
Spell | 0% |
Global | +110.31638663509% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 5 |
See Stealth | 50.153300863928 |
See Invisible | 73.153300863928 |
Offense: Mainhand
Damage | 98 |
Accuracy | 61 |
Crit Chance | 32% |
APR | 31 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 11.666666666667 |
Crit Chance | 24% |
Speed | 1 |
Offense: Mind
Mindpower | 28 |
Crit Chance | 18% |
Speed | 1 |
Offense: Damage Bonus
Acid | +12% |
Fire | +12% |
Nature | +18% |
Cold | +11% |
Physical | +14% |
Mind | +9% |
All | 0% |
Offense: Damage Penetration
Physical | +32% |
All | +25% |
Nature | +50% |
Defense: Base
Armour (hardiness) | 38.683544434606 (100%) |
Defense | 84 |
Ranged Defense | 86 |
Fatigue | 0 |
Physical Save | 24 |
Spell Save | 40 |
Mental Save | 22 |
Defense: Resistances
Acid | + 58%( 70%) |
Blight | + 67%( 70%) |
Arcane | + 28%( 70%) |
Cold | + 38%( 70%) |
All | + 20%( 70%) |
Darkness | + 50%( 70%) |
Light | + 14%( 70%) |
Temporal | + 40%( 70%) |
Physical | + 36%( 70%) |
Lightning | + 30%( 70%) |
Fire | + 46%( 70%) |
Nature | + 17%( 70%) |
Defense: Immunities
Stun Resistance | 50% |
Instadeath Resistance | 100% |
Blind Resistance | 25% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 847% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
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. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
Cunning / Poisons | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Technique / Tireless Combatant | 1.30 |
| 3/5 |
| 5/5 |
| 3/5 |
| 4/5 |
Technique / Skirmisher - Slings | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Called Shots | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Buckler Training | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Parasite | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
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 failed to protect the injured seer from death by No.1 Labcat Hater. Escort: injured seer (level 3 of Dreadfell) | failed |
You failed to protect the injured seer from death by No.1 Labcat Hater. Escort: injured seer (level 5 of Dreadfell) | failed |
You failed to protect the injured seer from death by No.1 Labcat Hater. Escort: injured seer (level 8 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the lone alchemist from death by wolf. Escort: lone alchemist (level 4 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Dreaming One. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 130. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed bear paw. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed bloated horror heart. * You've found the needed storm wyrm claw. | 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | 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 [Ego++] Nature/Psionic While equipped: Stats +3 Con +4 Wil dps ---------- Mind.pwr +3 (+2 eff.) Mov.spd +10% Res.pen +7% physical ----- def ----- Armour +3 Fatigue -6% Max.HP +33.00 ---------- misc Stam/turn +0.40 Blindside: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 8 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Quiver | ![]() 3.0 T3 shot ammo [Rare] Arcane Power 51.0 - 61.2 Physical Uses 70% Dex, 50% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 24 Rld cld 3 Proj.spd +200% On Hit.r1 +8 physical On Crit.r2 +20 lightning +12 physical While equipped: ---------- misc Reload +2 Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 T3 lite [Ego++] Nature/Disrupt While equipped: Stats +3 Con ----- def ----- Resists +7% blight +3% all Spell.save +9 (+3 eff.) HP.reg +3.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Fanged Collar Fanged Collar0.0 T4 head armor [Unique] It's a head... but is it yours? |
On hands | ![]() 1.0 T2 hands armor [Random Unique] Nature/Disrupt/Master While equipped: Stats +5 Dex +5 Mag +5 Cun dps ---------- Phys.pwr +7 (+3 eff.) Melee+ 9 fire Dmg.mod +6% fire Acc +14 (+3 eff.) Apr +19 ----- def ----- Armour +2 Resists +9% blight +7% fire Spell.save +13 (+5 eff.) Die.at -40.00 life Stun/Frz- +20% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Light +1 See.Invis +6 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 16 cooldown Level 3.0 Pwr.cost 16 out of 20/20. Range 10 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 3.0 T3 digger tool [Random Unique] Arcane/Master While equipped: Stats +4 Str +1 Mag +3 Wil dps ---------- Spell.crit +6% Dmg.mod +9% mind ----- def ----- Armour +2 Defense +6 (+1 eff.) Fatigue -6% Resists +7% physical ---------- misc Max.mana +27.00 Light +3 See.Invis +15 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T3 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+2 eff.) Blind- +25% ---------- misc Infravis +4 See.Stealth +8 See.Invis +10 Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +9 (+2 eff.) Apr +9 ----- def ----- Defense +9 (+2 eff.) Stun/Frz- +30% Disengage: Puts all charms on 8 cooldown Level 2.6 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+7 eff.) Spell.save +15 (+5 eff.) Mind.save -7 (-5 eff.) Max.HP +20.00 You have died, but that does not bother the collar at all... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
In main hand | ![]() 4.0 T3 sling 1H weapon [Unique] Nature Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: Stats +10 Lck dps ---------- Phys.crit +5.0% Mov.spd +20% ----- def ----- Defense +10 (+2 eff.) ---------- misc Masteries +0.20 Cunning/Survival Inertial Shot: Level 3.0 Pwr.cost 7 out of 8/8. Range 10 Travel.spd instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
Around waist | ![]() 1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +18% nature Res.pen +25% nature On Hit (Melee): * 20% chance to slow global speed by 45% ----- def ----- Resists +3% temporal +3% blight +11% fire +5% arcane +10% cold A belt that goes around your waist. |
In off hand | ![]() 7.0 T3 shield armor Reqs Shield usage training [Unique] Master When used to Attack: Power 48.0 - 57.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +320 While equipped: ----- def ----- Armour +18 Hardiness +20% Defense +20 (+4 eff.) Rng.Def +10 (+2 eff.) Fatigue +30% ---------- misc Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +1 (+0 eff.) ----- def ----- Defense +6 (+1 eff.) Fatigue -3% Resists +12% lightning +5% arcane +3% nature 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 T3 cloth armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +12% acid +14% physical +6% fire +11% cold ----- def ----- Resists +11% acid +13% physical +14% fire +12% cold +11% all ---------- misc Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 444% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] 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 mental and magical effect and reduce all damage taken by 19% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower 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 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 43 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 343 damage for 4 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 amulet jewelry [Rare] Master While equipped: dps ---------- Mind.crit +2% Crit.mult +10.00% Dmg.mod +6% mind ---------- misc Masteries +0.11 Technique/Skirmisher - Slings Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +9 Str +1 Dex +5 Con dps ---------- Phys.pwr +6 (+3 eff.) ----- def ----- Max.HP +40.00 Poison- +20% Def/telep +15 Res/telep +15% Dur/telep +15% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con dps ---------- Acc +8 (+2 eff.) Apr +10 ----- def ----- Defense +9 (+2 eff.) Disengage: Puts all charms on 8 cooldown Level 2.6 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 5.0 T3 greatmaul 2H weapon Reqs Str 24 [Ego+] Arcane/Psionic Power 40.0 - 60.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Hit.r1 +14 fire On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Massive two-handed mauls. |
![]() 3.0 T3 mace 1H weapon Reqs Str 24 [Rare] Arcane Power 28.0 - 39.2 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +8 blight On Hit: 20% Epidemic 3 On Hit: * 13% chance to reduce strength, dexterity, and constitution by 7 While equipped: dps ---------- On Hit (Melee): * 10% chance to reduce armor by 16% ----- def ----- Resists +12% temporal +3% nature +6% light Spell.save +15 (+5 eff.) HP.reg +4.00 Disease- +20% Cut- +20% Blunt and deadly. |
![]() 3.0 T3 mace 1H weapon Reqs Str 24 [Normal] Power 27.0 - 37.8 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Blunt and deadly. |
![]() 4.0 T3 sling 1H weapon [Ego] Arcane/Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 Ranged+ +11 fire While equipped: Stats +2 Dex dps ---------- Dmg.mod +11% fire Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 T2 staff 2H weapon [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 (+1 eff.) Dmg.mod +15% temporal ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Dex +2 Wil +6 Cun +6 Lck dps ---------- Phys.crit +1.0% Acc +5 (+1 eff.) ----- def ----- Armour +4 Resists +6% acid Stealth +6 ---------- misc T.Disarm +6 Infravis +3 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% nature Res.pen +10% nature ----- def ----- Resists +5% lightning +6% temporal +6% light +9% cold +5% arcane +3% acid A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Normal] While equipped: ----- def ----- Defense +2 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Con dps ---------- Dmg.mod +3% lightning Melee Ret 2 fire ----- def ----- Defense +1 (+0 eff.) Spell.save +18 (+6 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 [Rare] Arcane While equipped: Stats +2 Cun dps ---------- Spell.crit +6% Spell.pwr +6 (+1 eff.) Dmg.mod +8% light +5% darkness ----- def ----- Resists +18% lightning +3% fire +6% darkness +9% all Max.HP +80.00 Silence- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +2 (+1 eff.) Dmg.mod +12% lightning ----- def ----- Resists +18% lightning +9% all Mind.save +15 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +9% nature Res.pen +5% lightning On Hit (Melee): * 20% chance to reduce all saves and defense by 19 ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +6% temporal +3% mind +3% nature Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +4 Cun dps ---------- Mind.pwr +10 (+5 eff.) Res.pen +10% darkness Acc +7 (+2 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +15% lightning Phys.save +7 (+3 eff.) Mind.save +6 (+3 eff.) Disarm- +27% ---------- misc Hate/m.crit +3.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T1 hands armor [Rare] Disrupt While equipped: dps ---------- Phys.pwr +4 (+2 eff.) Dmg.mod +3% light Acc +5 (+1 eff.) Apr +5 Melee Ret 2 light ----- def ----- Armour +1 Resists +5% blight +5% arcane Spell.save +9 (+3 eff.) ---------- misc Light +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% cold Res.pen +10% acid Melee Ret 2 cold ----- def ----- Defense +1 (+0 eff.) Resists +6% fire +3% nature +6% cold A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% mind Res.pen +10% mind +10% acid ----- def ----- Armour +3 Fatigue +3% Resists +6% lightning +12% light +10% fire +5% arcane +8% cold A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% lightning +6% fire Melee Ret 2 fire ----- def ----- Armour +1 Fatigue +1% Resists +3% lightning +6% fire +9% light +6% cold ---------- misc Breathe water A cap made of leather. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Ego+] Arcane When used to Attack: Power 29.0 - 34.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +84 Melee+ +12 lightning While equipped: Stats +3 Dex dps ---------- Melee Ret 9 lightning ----- def ----- Armour +6 Fatigue +8% Resists +13% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Ego++] Arcane/Master When used to Attack: Power 41.5 - 49.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +138 Melee+ +10 light +13 darkness While equipped: Stats +4 Str +8 Dex +5 Mag +4 Cun dps ---------- Dmg.mod +14% light +16% darkness Acc +5 (+1 eff.) ----- def ----- Armour +8 Fatigue +8% Resists +13% light +13% darkness ---------- 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 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) 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 T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+1 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str ----- def ----- Resists +6% nature +6% cold +6% darkness +6% light Blind- +20% Stun/Frz- +10% ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 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 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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. |
![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(62 power, based on Willpower). Uses 8 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 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 162 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. |
![]() 3.0 T2 shot ammo [Rare] Master Power 21.5 - 25.8 Physical Uses 70% Dex, 50% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 48 Ranged+ +20 fire On Hit.r1 +20 lightning While equipped: ---------- misc Reload +2 Shots are used with slings to pummel your foes to death. |
![]() 3.0 T1 shot ammo [Rare] Nature Power 15.0 - 18.0 Physical Uses 70% Dex, 50% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 18 Proj.spd +400% Ranged+ +4 physical On Hit.r1 +4 nature On Hit: * 10% chance to slow global speed by 45% * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 107 physical damage While equipped: ---------- misc Reload +3 Shots are used with slings to pummel your foes to death. |
![]() 3.0 T3 shot ammo [Rare] Arcane Power 31.0 - 37.2 Physical Uses 70% Dex, 50% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 20 Ranged+ +20 blight +12 temporal +20 arcane On Crit.r2 +8 temporal On Hit: * 20% chance to reduce strength, dexterity, and constitution by 7 On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Shots are used with slings to pummel your foes to death. |
![]() 3.0 T1 shot ammo [Normal] Power 13.0 - 15.6 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 18 Shots are used with slings to pummel your foes to death. |
![]() 3.0 T1 shot ammo [Rare] Psionic Power 13.0 - 15.6 Physical Uses 70% Dex, 50% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 15 Ranged+ +12 nature +4 mind On Hit.r1 +4 fire On Crit.r2 +12 fire On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Shots are used with slings to pummel your foes to death. |
![]() 2.0 T1 totem charm [Rare] Nature While equipped: Stats +1 Wil dps ---------- Mind.crit +3% ----- def ----- Mind.save +9 (+4 eff.) ---------- misc Light +3 Heal yourself and all friendly characters within 10 spaces for 122 Puts all charms on 12 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. |
![]() 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 No.1 Labcat Hater the Thalore Skirmisher level 24
13rd Regrowth 123rd year of Ascendancy at 04:14 see stats
By No.1 Labcat Hater the Thalore Skirmisher level 26
62nd Regrowth 123rd year of Ascendancy at 02:48 see stats
By No.1 Labcat Hater the Thalore Skirmisher level 19
49th Dusk 122nd year of Ascendancy at 13:35 see stats
By No.1 Labcat Hater the Thalore Skirmisher level 26
31st Regrowth 123rd year of Ascendancy at 03:54 see stats
By No.1 Labcat Hater the Thalore Skirmisher level 27
75th Regrowth 123rd year of Ascendancy at 08:36 see stats
By No.1 Labcat Hater the Thalore Skirmisher level 10
1st Summertide 122nd year of Ascendancy at 23:59 see stats
By No.1 Labcat Hater the Thalore Skirmisher level 20
50th Dusk 122nd year of Ascendancy at 02:10 see stats
By No.1 Labcat Hater the Thalore Skirmisher level 30
9th Pyre 123rd year of Ascendancy at 01:11 see stats
By No.1 Labcat Hater the Thalore Skirmisher level 27
75th Regrowth 123rd year of Ascendancy at 11:30 see stats
By No.1 Labcat Hater the Thalore Skirmisher level 22
13rd Haze 122nd year of Ascendancy at 23:11 see stats
By No.1 Labcat Hater the Thalore Skirmisher level 21
54th Dusk 122nd year of Ascendancy at 11:40 see stats
By No.1 Labcat Hater the Thalore Skirmisher level 27
75th Regrowth 123rd year of Ascendancy at 11:30 see stats
By No.1 Labcat Hater the Thalore Skirmisher level 8
8th Mirth 122nd year of Ascendancy at 12:28 see stats
By No.1 Labcat Hater the Thalore Skirmisher level 15
33rd Dusk 122nd year of Ascendancy at 22:29 see stats
By No.1 Labcat Hater the Thalore Skirmisher level 25
21st Regrowth 123rd year of Ascendancy at 10:35 see stats
By No.1 Labcat Hater the Thalore Skirmisher level 16
36th Dusk 122nd year of Ascendancy at 00:10 see stats
Log
No.1 Labcat Hater is cured!
No.1 Labcat Hater lessens the pain.
You are unable to move!
You are unable to move!
No.1 Labcat Hater tries to bite skeleton warrior!
No.1 Labcat Hater performs a melee critical strike against Skeleton warrior!
No.1 Labcat Hater starts regenerating health quickly.
No.1 Labcat Hater hits Skeleton warrior for 58 blight, 10 fire, 9 fire (77 total damage).
Skeleton warrior uses Stunning Blow.
Skeleton warrior misses No.1 Labcat Hater.
Gloryba the luminous horror casts Searing Light.
Gloryba the luminous horror hits No.1 Labcat Hater for (30 flat reduction), 35 light (35 total damage).
No.1 Labcat Hater uses Bash and Smash.
No.1 Labcat Hater performs a melee critical strike against Skeleton warrior!
Skeleton warrior resists the vile poison!
Gloryba the luminous horror's light area effect hits No.1 Labcat Hater for (30 flat reduction), 5 light (5 total damage).
No.1 Labcat Hater hits Skeleton warrior for 106 physical, 17 fire (123 total damage).
No.1 Labcat Hater's Bash and Smash hits Skeleton warrior for 213 physical, 7 physical (220 total damage).
Skeleton warrior misses No.1 Labcat Hater.
Gloryba the luminous horror's light area effect hits No.1 Labcat Hater for (30 flat reduction), 5 light (5 total damage).
No.1 Labcat Hater shoots!
Talent Block is ready to use.
Talent Gift of the Woods is ready to use.
No.1 Labcat Hater's Shoot hits Skeleton warrior for 97 physical damage.
Gloryba the luminous horror uses Brainfreeze.
No.1 Labcat Hater's Shoot killed Skeleton warrior!
Gloryba the luminous horror hits No.1 Labcat Hater for (30 flat reduction), 73 cold (73 total damage).
No.1 Labcat Hater the level 30 thalore skirmisher was chilled to death by Gloryba the luminous horror on level 8 of Dreadfell.