











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
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 1.7.0Donators/Buyers bonus! Fix water flood rendering error 1.5.10Temporarily fix the water rendering error on some GPU, that will caused map with water being flooded. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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 | Halfling |
Class | Archer |
Level / Exp | 21 / 52% |
Size | medium |
Lifes / Deaths | Killed by snow giant thunderer at level 21 on the 4th Haze 122nd year of Ascendancy at 10:23 / 1 |
Primary Stats
Strength | 14 (base 13) |
Dexterity | 68 (base 50) |
Constitution | 11 (base 10) |
Magic | 12 (base 10) |
Willpower | 10 (base 10) |
Cunning | 54 (base 42) |
Resources
Life | -194/447 |
Mana | 100/220 |
Stamina | 4/160 |
Healing Factor | 1.1897162075846 |
Regeneration | 5.0562938822346 |
Speed
Mental | -1.1102230246252E-14% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 34.753403342673 |
See Invisible | 34.753403342673 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 69 |
Accuracy | 64 |
Crit Chance | 17% |
APR | 13 |
Speed | 1.00 |
Offense: Spell
Spellpower | 12 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 24 |
Crit Chance | 16% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +13% |
Light | +20% |
Fire | +15% |
Physical | +20% |
Mind | +21% |
All | 0% |
Offense: Damage Penetration
Blight | +15% |
Physical | +5% |
Nature | +5% |
Defense: Base
Armour (hardiness) | 16 (69.687909656376%) |
Defense | 62 |
Ranged Defense | 62 |
Fatigue | 0 |
Physical Save | 22 |
Spell Save | 13 |
Mental Save | 21 |
Defense: Resistances
Acid | + 12%( 70%) |
Blight | + 9%( 70%) |
Arcane | + 5%( 70%) |
Mind | + 12%( 70%) |
All | 0%( 70%) |
Darkness | + 11%( 70%) |
Light | + 15%( 70%) |
Physical | + 11%( 70%) |
Fire | + 3%( 70%) |
Lightning | + 3%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Blind Resistance | 10% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 295 life over 5 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: 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 77 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. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 177 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Archery prowess | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 4/5 |
Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Sniper | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Technique / Reflexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Archery training | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.00 |
| 3/5 |
| 3/5 |
| 1/5 |
| 2/5 |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Norgos Lair. Escort: injured seer (level 3 of Norgos Lair)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lost tinker from death by Polurin the cold drake. Escort: lost tinker (level 1 of Daikara) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
You failed to protect the repented thief from death by forest troll. Escort: repented thief (level 3 of Trollmire) | failed |
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 ice 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. | 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. | 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: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed xorn fragment. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed bear paw. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed skeleton mage skull. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed sandworm tooth. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' | 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 within6 lumberjacks have died. | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Phys.pwr +20 (+7 eff.) Acc +10 (+2 eff.) Melee Ret 2 mind ----- def ----- Armour +6 Resists +9% blight +3% fire ---------- misc Infravis +2 A pair of boots made of leather. |
Quiver | ![]() 3.0 T1 arrow ammo [Rare] Nature Power 14.5 - 20.3 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 12 Ranged+ +9 nature +8 darkness On Hit.r1 +20 darkness On Crit.r2 +8 darkness Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 1.0 T3 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +6% light +6% physical Res.pen +5% physical Melee Ret 6 nature ----- def ----- Resists +9% light Phys.save +7 (+4 eff.) Heal.mod +18% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Phys.crit +1.0% Dmg.mod +3% physical Apr +1 ----- def ----- Armour +1 Fatigue +1% Crit.chn- 15.00% Die.at -40.00 life A cap made of leather. |
Tool | ![]() 2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% light +6% mind ----- def ----- Resists +3% lightning +12% mind ---------- misc Light +1 Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 132 physical damage Puts all charms on 15 cooldown 100% to increase all damage by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +4 Dex dps ---------- Dmg.mod +11% physical ----- def ----- Armour +2 Resists +12% acid +11% physical +5% arcane Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Ego+] Arcane/Master While equipped: Stats +3 Dex +2 Mag dps ---------- Melee+ 12 light Ranged+ 15 light Dmg.mod +11% light Acc +6 (+1 eff.) Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) Dmg.mod +9% darkness +6% mind Melee Ret 2 light 2 darkness ----- def ----- Resists +6% light +3% darkness Spell.save +5 (+5 eff.) ---------- misc Size +1 A belt that goes around your waist. |
In main hand | ![]() 4.0 T2 longbow 2H weapon [Rare] Arcane Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +20 blight +14 fire On Hit: * 20% chance to gain 10% of a turn (3/turn limit) While equipped: dps ---------- Dmg.mod +15% fire Res.pen +15% blight On Hit (Ranged): * 20% chance to gain 10% of a turn (3/turn limit) Longbows are used to shoot arrows at your foes. |
On hands | ![]() 1.0 T2 hands armor [Ego] Arcane/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+2 eff.) Melee+ 11 darkness Dmg.mod +4% darkness ----- def ----- Armour +2 Resists +8% darkness 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 | ![]() 9.0 T1 light armor [Rare] Master While equipped: Stats +4 Cun +4 Dex dps ---------- Dmg.mod +9% mind ----- def ----- Armour +5 Defense +6 (+2 eff.) Fatigue +6% Die.at -80.00 life HP.reg +4.00 Blind- +10% Disease- +10% Def/telep +5 Res/telep +5% Dur/telep +5% A suit of armour made of leather. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Dex dps ---------- Crit.mult +5.00% Phys.pwr +15 (+5 eff.) Res.pen +5% nature ----- def ----- Defense +6 (+2 eff.) Phys.save +9 (+5 eff.) Die.at -60.00 life 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] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+4 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. |
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 increase movement speed by 400% 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 [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 140 life over 5 turns. 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 [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 175 life over 5 turns. 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 [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 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 42 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 T3 amulet jewelry [Ego+] Master While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Phys.spd +10% Dmg.mod +6% physical Amulets make your neck look great! |
![]() 3.0 T2 battleaxe 2H weapon Reqs Str 16 [Ego] Arcane Power 22.0 - 33.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Massive two-handed battleaxes. |
![]() 1.0 T2 dagger 1H weapon [Ego++] Master Power 10.0 - 13.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Wound the target dealing 196 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +2 Con dps ---------- Phys.crit +7.0% Phys.pwr +11 (+4 eff.) Res.pen +7% physical ----- def ----- Disarm- +16% Sharp, short and deadly. |
![]() 3.0 T2 greatsword 2H weapon Reqs Str 16 [Ego+] Nature/Master Power 22.0 - 35.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% While equipped: Stats +10 Con +10 Wil dps ---------- Acc +10 (+2 eff.) ----- def ----- Defense +10 (+3 eff.) Max.HP +14.00 Disarm- +32% Massive two-handed swords. |
![]() 4.0 T1 longbow 2H weapon [Unique] Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 105% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+3 eff.) This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
![]() 4.0 T2 longbow 2H weapon [Rare] Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 On Hit.r1 +12 blight +12 temporal While equipped: dps ---------- Phys.crit +3.0% Acc +11 (+3 eff.) Melee Ret 6 blight 10 fire On Hit (Ranged): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% fire Longbows are used to shoot arrows at your foes. |
![]() 4.0 T2 longbow 2H weapon [Ego+] Nature Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 While equipped: Stats +6 Str +5 Dex +6 Mag +6 Wil +8 Cun +5 Con Longbows are used to shoot arrows at your foes. |
![]() 4.0 T1 longbow 2H weapon [Ego++] Nature/Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 Proj.spd +200% While equipped: Stats +9 Wil +3 Cun +9 Con dps ---------- Phys.spd +10% ----- def ----- Max.HP +15.00 Longbows are used to shoot arrows at your foes. |
![]() 3.0 T2 longsword 1H weapon Reqs Str 16 [Ego] Master Power 23.5 - 32.9 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +7 (+2 eff.) Disarm- +28% Sharp, long, and deadly. |
![]() 5.0 T2 staff 2H weapon Reqs Mag 16 [Rare] Arcane 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 +4% Crit.mult +20.00% Spell.pwr +11 (+9 eff.) S.pwr/crit +4 Dmg.mod +15% light +6% lightning Res.pen +15% arcane ----- def ----- Resists +8% light ---------- misc Max.P.En +5.00 Max.N.En +5.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Random Unique] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +15 Mag +9 Wil +16 Cun dps ---------- Spell.crit +5% Spell.pwr +15 (+11 eff.) Mind.pwr +20 (+10 eff.) S.pwr/crit +6 Dmg.mod +30% temporal ----- def ----- Armour +13 Hardiness +13% Phys.save +15 (+8 eff.) Mind.save +3 (+2 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Crit.mult +16.00% Spell.pwr +14 (+11 eff.) Melee+ 20 fire Dmg.mod +20% acid ----- def ----- Armour +5 Defense +5 (+1 eff.) ---------- misc See.Invis +8 Wards +2 acid Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon Reqs Mag 16 [Ego++] Arcane 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 ---------- Phys.crit +8.0% Spell.crit +2% Spell.pwr +20 (+14 eff.) Melee+ 21 arcane Dmg.mod +15% cold ---------- misc Mana/turn +0.12 Max.mana +29.00 Talents +1 Command Staff 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. |
![]() 5.0 T1 staff 2H weapon [Ego] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +3 (+3 eff.) S.pwr/crit +3 Dmg.mod +10% light ----- def ----- Phys.save +6 (+3 eff.) Spell.save +5 (+5 eff.) Mind.save +5 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T1 waraxe 1H weapon [Ego+] Master Power 13.0 - 18.2 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Dex dps ---------- Phys.spd +10% Acc +7 (+2 eff.) One-handed war axes. |
![]() 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 (+0 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. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +5 Lck +4 Dex ----- def ----- Armour +1 Resists +3% lightning +12% nature +6% mind Crit.chn- 5.00% Stealth +5 A pair of boots made of leather. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +5 Mag +3 Wil dps ---------- Spell.pwr +8 (+8 eff.) Melee+ 6 arcane 8 temporal Ranged+ 9 temporal Dmg.mod +6% arcane +4% temporal ----- def ----- Armour +2 Fatigue +3% Resists +3% arcane +7% temporal 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. |
![]() 2.0 T3 head armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +5% darkness +3% temporal +5% light +6% physical ----- def ----- Defense +2 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() 9.0 T2 light armor [Ego+] Master/Psionic While equipped: Stats +3 Cun +3 Wil ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +18% acid Mind.save +13 (+7 eff.) A suit of armour made of leather. |
![]() 17.0 T2 massive armor Reqs Massive armour training Str 28 [Ego] Master While equipped: ----- def ----- Armour +14 Fatigue +22% Resists +17% lightning A suit of armour made of metal plates. |
![]() 3.0 T2 arrow ammo [Ego] Nature Power 22.0 - 30.8 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 18 Proj.spd +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 140 physical damage Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T3 arrow ammo [Ego+] Master Power 31.5 - 44.1 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +16.0% Capacity 24 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
![]() 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 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +9% light +9% nature Res.pen +5% darkness ----- def ----- Resists +9% light +3% nature Max.HP +42.00 ---------- 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 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. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: 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 Ilace the Halfling Archer level 20
3rd Haze 122nd year of Ascendancy at 08:51 see stats
By Ilace the Halfling Archer level 15
33rd Dusk 122nd year of Ascendancy at 05:06 see stats
By Ilace the Halfling Archer level 20
2nd Haze 122nd year of Ascendancy at 19:05 see stats
By Ilace the Halfling Archer level 19
67th Dusk 122nd year of Ascendancy at 22:00 see stats
By Ilace the Halfling Archer level 10
2nd Summertide 122nd year of Ascendancy at 02:02 see stats
By Ilace the Halfling Archer level 20
1st Haze 122nd year of Ascendancy at 12:33 see stats
By Ilace the Halfling Archer level 7
78th Pyre 122nd year of Ascendancy at 17:57 see stats
By Ilace the Halfling Archer level 7
1st Mirth 122nd year of Ascendancy at 14:15 see stats
By Ilace the Halfling Archer level 17
62nd Dusk 122nd year of Ascendancy at 00:23 see stats
Log
Your premonition allows you to raise a shield just in time!
Ilace reacts to damage from Snow giant thunderer, mitigating the blow!.
Snow giant thunderer hits Snow giant for 209 lightning damage.
Snow giant thunderer hits Snow giant thunderer for 176 lightning damage.
Snow giant thunderer hits Ilace for (34 reacted , -4 stam), 123 lightning (123 total damage).
Snow giant thunderer hits Snow giant chieftain for 205 lightning damage.
Snow giant thunderer hits Eilinyriawyn the snow giant chieftain for 207 lightning damage.
Snow giant thunderer casts Lightning.
Ilace reacts to damage from Snow giant thunderer, mitigating the blow!.
Snow giant thunderer hits Eilinyriawyn the snow giant chieftain for 143 lightning damage.
Snow giant thunderer hits Ilace for (26 reacted , -4 stam), 96 lightning (96 total damage).
Snow giant casts Mind Disruption.
Ilace resists the effect 'Confused'!
Talent Infusion: Regeneration is ready to use.
Talent Steady Shot is ready to use.
Snow giant feels pain again.
Eilinyriawyn the snow giant chieftain uses Stun.
Eilinyriawyn the snow giant chieftain misses Ilace.
Ilace evades Eilinyriawyn the snow giant chieftain.
Ilace is no longer evading attacks.
Ilace uses his Shinewar the iron torque of gale force!
Ilace hits Snow giant for 98 physical damage.
Ilace hits Eilinyriawyn the snow giant chieftain for 105 physical damage.
Snow giant thunderer casts Lightning.
Ilace tries to evade attacks.
Snow giant thunderer hits Ilace for 94 lightning damage.
Ilace the level 21 halfling archer was electrocuted to death by a snow giant thunderer on level 4 of Daikara.