











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! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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 1.7.2This 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 | Insane Roguelike |
Sex | Male |
Race | Halfling |
Class | Rogue |
Level / Exp | 21 / 24% |
Size | small |
Lifes / Deaths | Killed by Vorotira the anaconda at level 21 on the 32nd Dusk 122nd year of Ascendancy at 03:38 / 2Killed by Bethuma the anaconda at level 21 on the 32nd Dusk 122nd year of Ascendancy at 04:14 |
Primary Stats
Strength | 21 (base 13) |
Dexterity | 54 (base 50) |
Constitution | 25 (base 12) |
Magic | 10 (base 10) |
Willpower | 9 (base 10) |
Cunning | 67 (base 40) |
Resources
Life | -322/605 |
Stamina | 80/158 |
Healing Factor | 1.5645178243369 |
Regeneration | 28.865353859016 |
Speed
Mental | -1.1102230246252E-14% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 5 |
See Stealth | 53.470072216238 |
See Invisible | 70.470072216238 |
Offense: Mainhand
Damage | 94 |
Accuracy | 46 |
Crit Chance | 33% |
APR | 13 |
Speed | 1.00 |
Offense: Offhand
Damage | 61 |
Accuracy | 46 |
Crit Chance | 29% |
APR | 11 |
Speed | 1.00 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 20% |
Speed | 1 |
Offense: Mind
Mindpower | 26 |
Crit Chance | 21% |
Speed | 1 |
Offense: Damage Bonus
Mind | +6% |
Lightning | +6% |
Light | +8% |
All | 0% |
Offense: Damage Penetration
Lightning | +15% |
Temporal | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 29 (57.155997060385%) |
Defense | 61 |
Ranged Defense | 61 |
Fatigue | 0 |
Physical Save | 27 |
Spell Save | 22 |
Mental Save | 20 |
Defense: Resistances
Acid | + 15%( 70%) |
Blight | + 15%( 70%) |
Arcane | + 5%( 70%) |
Cold | + 10%( 70%) |
All | 0%( 70%) |
Lightning | + 9%( 70%) |
Light | + 6%( 70%) |
Physical | + 1%( 70%) |
Mind | + 3%( 70%) |
Darkness | + 15%( 70%) |
Fire | + 3%( 70%) |
Nature | + 18%( 70%) |
Defense: Immunities
Teleport Resistance | 20% |
Silence Resistance | 20% |
Bleed Resistance | 20% |
Confusion Resistance | 10% |
Disarm Resistance | 34% |
Stun Resistance | 58% |
Instadeath Resistance | 100% |
Blind Resistance | 35% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 323 life over 5 turns. Its effects scale with your Cunning 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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 167 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
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 649% 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 Cunning stat. |
Class Talents
Technique / Duelist | 1.30 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 1/5 |
Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Parasite | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| 5/5 |
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. | active |
You successfully escorted the lost defiler to the recall portal on level 2 of Daikara. Escort: lost defiler (level 2 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You failed to protect the lost warrior from death by cold drake hatchling. Escort: lost warrior (level 1 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Misdirection (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Ce'Nywe the rattlesnake. Escort: temporal explorer (level 3 of Old Forest) | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * 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. | 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 |
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. | 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 |
Equipment
On feet | ![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Mind.crit +1% Dmg.mod +6% mind ----- def ----- Armour +10 Defense +20 (+5 eff.) Fatigue +3% Die.at -80.00 life Stun/Frz- +20% ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +41.00 ---------- 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 | Fanged Collar Fanged Collar0.0 T4 head armor [Unique] It's a head... but is it yours? |
On hands | ![]() 1.0 T2 hands armor [Rare] Arcane While equipped: Stats +2 Str dps ---------- Melee+ 14 light Dmg.mod +5% light ----- def ----- Armour +2 Resists +6% light Phys.save +3 (+1 eff.) Die.at -20.00 life HP.reg +2.00 Confus- +10% Teleport- +20% ---------- misc See.Invis +6 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. |
Tool | ![]() 2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Crit.mult +5.00% Dmg.mod +6% lightning Res.pen +15% lightning ----- def ----- Resists +3% nature Die.at -80.00 life Cut- +20% Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Str dps ---------- Melee Ret 2 nature ----- def ----- Armour +8 Resists +9% lightning +12% nature HP.reg +4.00 Blind- +35% Stun/Frz- +38% ---------- misc Infravis +4 See.Stealth +11 See.Invis +22 Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Str +6 Con dps ---------- Phys.pwr +7 (+2 eff.) Res.pen +15% temporal Melee Ret 2 temporal ----- def ----- Fatigue -5% Max.HP +49.00 HP.reg +7.00 Heal.mod +12% ---------- misc Max.enc +23 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 (+8 eff.) Mind.save -7 (-7 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 | ![]() 1.0 T5 dagger 1H weapon [Ego] Master Power 39.0 - 50.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +10 (+2 eff.) Disarm- +34% Sharp, short and deadly. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Cun +4 Wil dps ---------- Against +17% Summoned ----- def ----- Resists +3% fire +3% mind +1% physical D.Red.from +17% Summoned Spell.save +3 (+2 eff.) Max.HP +20.00 Heal.mod +20% Silence- +20% A belt that goes around your waist. |
In off hand | ![]() 1.0 T3 dagger 1H weapon [Rare] Arcane Power 19.5 - 25.4 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit.r2 +16 arcane On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: Stats +1 Dex +6 Con dps ---------- Dmg.mod +3% light ----- def ----- Resists +5% arcane Sharp, short and deadly. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Phys.pwr +15 (+5 eff.) Acc +5 (+2 eff.) ----- def ----- Armour +5 Defense +1 (+0 eff.) Resists +3% nature +10% cold ---------- misc Psi/ret +0.16 Max.psi +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 T2 light armor [Ego+] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+1 eff.) Fatigue +7% Max.HP +32.00 HP.reg +5.20 Heal.mod +12% A suit of armour made of leather. |
Inventory
![]() 0.1 T1 amulet jewelry [Ego+] Psionic While equipped: Stats +2 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +5 (+2 eff.) Confus- +11% Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Con dps ---------- Dmg.mod +3% nature Melee Ret 4 darkness On Hit (Melee): * 10% chance to slow global speed by 44% ----- def ----- Fatigue -4% ---------- misc Max.enc +20 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% fire ----- def ----- Resists +20% fire Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+3 eff.) Mind.save +5 (+2 eff.) Confus- +21% Rings make your fingers look great! |
![]() 1.0 T2 dagger 1H weapon [Random Unique] Arcane/Nature Power 12.5 - 16.2 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +4 temporal +10 nature On Hit: * 20% chance to slow global speed by 44% On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +4 Con dps ---------- Dmg.mod +3% temporal Melee Ret 4 nature Sharp, short and deadly. |
![]() 1.0 T1 dagger 1H weapon [Ego] Arcane/Psionic Power 9.5 - 12.3 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +7 darkness +6 temporal Against +6% Living While equipped: ----- def ----- Resists +6% temporal Sharp, short and deadly. |
![]() 1.0 T1 dagger 1H weapon [Normal] Power 10.5 - 13.7 Physical Uses 50% Cun, 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 [Rare] Psionic Power 10.0 - 13.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +12 nature On Crit.r2 +12 cold On Hit: * 20% chance to slow global speed by 44% * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Dmg.mod +9% nature Sharp, short and deadly. |
![]() 1.0 T1 dagger 1H weapon [Ego+] Master Power 9.0 - 11.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% Sharp, short and deadly. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Mind.crit +2% Dmg.mod +12% mind ----- def ----- Mind.save +6 (+3 eff.) HP.reg +0.70 Heal.mod +12% A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego] Master While equipped: ----- def ----- Resists +6% fire +6% cold A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+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 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% cold Res.pen +25% lightning ----- def ----- Resists +3% lightning +18% cold +7% all Mind.save +12 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Dex dps ---------- Res.pen +10% physical On Hit (Melee): * 20% chance to reduce all saves and defense by 18 ----- def ----- Armour +1 Fatigue -5% Phys.save +9 (+4 eff.) ---------- misc Max.enc +21 Light +1 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Rare] Psionic While equipped: Stats +2 Con +3 Wil dps ---------- Mind.pwr +3 (+2 eff.) Res.pen +6% physical ----- def ----- Armour +3 Defense +10 (+2 eff.) Resists +3% darkness +3% acid Crit.dmg- 10.00% Mind.save +6 (+3 eff.) Max.HP +60.00 Def/telep +15 Res/telep +15% Dur/telep +15% Blindside: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 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 9 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() 1.0 T2 hands armor [Rare] Nature While equipped: Stats +1 Dex +1 Mag dps ---------- Melee+ 8 fire Dmg.mod +9% blight +5% fire Res.pen +20% blight ----- def ----- Armour +2 Resists +3% light +6% fire ---------- 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. |
![]() 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 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 34.51 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. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +10 (+4 eff.) ----- def ----- Armour +1 Fatigue +1% 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 T1 head armor [Rare] Master While equipped: ----- def ----- Armour +1 Defense +5 (+1 eff.) Fatigue +1% Resists +6% fire +3% light +6% cold Max.HP +20.00 Teleport- +20% A cap made of leather. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Dex ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +12% Resists +9% cold +6% temporal +9% nature +16% fire Spell.save +12 (+6 eff.) Mind.save +6 (+3 eff.) A suit of armour made of mail. |
![]() 9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+0 eff.) Fatigue +6% A suit of armour made of leather. |
![]() 9.0 T1 light armor [Ego] Master While equipped: ----- def ----- Armour +2 Defense +3 (+0 eff.) Fatigue +6% Resists +16% fire A suit of armour made of leather. |
![]() 9.0 T1 light armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +2 Defense +3 (+0 eff.) Fatigue +6% Resists +15% cold Max.HP +31.00 HP.reg +4.20 Heal.mod +11% A suit of armour made of leather. |
![]() 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 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 (+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 [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% acid Res.pen +5% fire On Hit (Melee): * 10% chance to reduce damage dealt by 15% ----- def ----- Resists +12% darkness Blast the opponent's mind dealing 186 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 21 for 5 turns Puts all charms on 18 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 shadum the Halfling Rogue level 10
2nd Flare 122nd year of Ascendancy at 03:36 see stats
By shadum the Halfling Rogue level 10
2nd Mirth 122nd year of Ascendancy at 19:51 see stats
By shadum the Halfling Rogue level 20
30th Dusk 122nd year of Ascendancy at 12:20 see stats
By shadum the Halfling Rogue level 12
3rd Dusk 122nd year of Ascendancy at 09:48 see stats
By shadum the Halfling Rogue level 7
78th Pyre 122nd year of Ascendancy at 12:42 see stats
By shadum the Halfling Rogue level 17
17th Dusk 122nd year of Ascendancy at 16:13 see stats
Log
Shadum's light area effect hits Bloated ooze for 22 light damage.
Shadum's light area effect hits Bethuma the anaconda for 8 light damage.
Shadum's light area effect killed Bloated ooze!
Shadum uses Dual Strike.
Bethuma the anaconda is stunned!
Bethuma the anaconda shares damage with his oozes!
shadum hits Bethuma the anaconda for 33 physical, 6 light, 66 physical, 13 light (118 total damage).
Melee retaliation hits shadum for 0 arcane, 0 arcane (0 total damage).
Melee retaliation hits Shadow for 2 temporal, 2 nature (5 total damage).
Shadow hits shadum for 25 physical damage.
Shadum is lost in despair!
Bleeding from Shadum hits Bethuma the anaconda for 32 physical damage.
Talent Infusion: Regeneration is ready to use.
Poison from Bethuma the anaconda hits shadum for 68 nature damage.
Bethuma the anaconda misses shadum.
Shadum uses Expose Weakness.
Shadum is focusing on penetrating defenses.
shadum hits Polar bear for 16 lightning damage.
shadum hits Bethuma the anaconda for 83 physical, 13 light, 46 physical, 13 light, 12 lightning (166 total damage).
Shadum's light area effect hits Polar bear for 30 light damage.
Shadum's light area effect hits Bethuma the anaconda for 27 light damage.
Shadum's light area effect hits Shadow for 69 light damage.
Melee retaliation hits shadum for 0 arcane, 0 arcane (0 total damage).
Shadow casts Phase Door.
Bethuma the anaconda stops bleeding.
Poison from Bethuma the anaconda hits shadum for 81 nature damage.
Bethuma the anaconda uses Slime Spit.
Bethuma the anaconda's Slime Spit hits shadum for 79 nature damage.
shadum the level 21 halfling rogue was treehugged to death by Bethuma the anaconda on level 4 of Old Forest.