











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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. Timed Rest 1.7.0Adds a new command 'Rest for a specific number of turns', initially bound to Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
Inventory Sort Order 1.7.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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 | Insane Roguelike |
Sex | Male |
Race | Halfling |
Class | Skirmisher |
Level / Exp | 27 / 64% |
Size | small |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 18 (base 13) |
Dexterity | 69 (base 58) |
Constitution | 19 (base 10) |
Magic | 27 (base 15) |
Willpower | 22 (base 11) |
Cunning | 56 (base 43) |
Resources
Life | 700/700 |
Stamina | 224/224 |
Healing Factor | 1.0791723257555 |
Regeneration | 12.140688664749 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +95.238095238095% |
Vision
Sight | 10 |
Lite | 6 |
See Invisible | 3 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 102 |
Accuracy | 70 |
Crit Chance | 36% |
APR | 11 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 26 |
Crit Chance | 21% |
Speed | 1 |
Offense: Mind
Mindpower | 40 |
Crit Chance | 20% |
Speed | 1 |
Offense: Damage Bonus
Acid | +6% |
Blight | +6% |
Arcane | +6% |
Cold | +21% |
All | 0% |
Darkness | +3% |
Physical | +14% |
Mind | +5% |
Fire | +5% |
Lightning | +24% |
Offense: Damage Penetration
Nature | +45% |
Physical | +66% |
Mind | +35% |
All | +25% |
Defense: Base
Armour (hardiness) | 33.719009130622 (56.026343845506%) |
Defense | 78 |
Ranged Defense | 78 |
Fatigue | 8.9238052216851 |
Physical Save | 37 |
Spell Save | 25 |
Mental Save | 40 |
Defense: Resistances
Darkness | + 14%( 70%) |
Acid | + 36%( 70%) |
Light | + 12%( 70%) |
Nature | + 24%( 70%) |
Blight | + 14%( 70%) |
Physical | + 23%( 70%) |
Cold | + 40%( 70%) |
All | + 9%( 70%) |
Defense: Immunities
Stun Resistance | 49% |
Instadeath Resistance | 100% |
Blind Resistance | 10% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 19 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 46 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 Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 519 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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 29% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 199 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
Cunning / Poisons | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Technique / Tireless Combatant | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Cunning / Called Shots | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Buckler Training | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 2/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Cunning / Scoundrel | 1.30 |
| 3/5 |
| 3/5 |
| 2/5 |
| 2/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Apply Poison |
talent | Counter Shot |
talent | Numbing Poison |
talent | Pace Yourself |
talent | Bombardment |
talent | Crippling Poison |
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 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Track (+1 level(s)). | done |
You failed to protect the repented thief from death by 3-headed hydra. Escort: repented thief (level 2 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge 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. * 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 |
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 AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * '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.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed length of troll intestine. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed bear paw. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' | 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 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun 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. |
Quiver | ![]() 3.0 T3 shot ammo [Random Unique] Nature/Master Power 149% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Acc +5 Apr +3 Crit +16.0% Capacity 23 Proj.spd +200% Ranged+ +20 mind On Hit.r1 +20 mind On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 119 physical damage On Crit: * Wound the target dealing 166 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +1 Wil dps ---------- Mind.pwr +15 (+5 eff.) Res.pen +20% nature ----- def ----- Resists +6% nature Max.HP +43.00 ---------- misc Psi/ret +0.04 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. |
On head | ![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +2 Dex dps ---------- Phys.crit +2.0% ----- def ----- Armour +3 Defense +25 (+5 eff.) Fatigue +3% Resists +3% light Phys.save +15 (+6 eff.) Die.at -60.00 life ---------- misc Max.stam +30.00 A cap made of leather. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane/Psionic While equipped: dps ---------- Melee+ 5 darkness 7 blight Dmg.mod +3% darkness +6% blight ----- def ----- Armour +2 Fatigue +3% Resists +6% darkness +5% blight Mind.save +3 (+1 eff.) Die.at -40.00 life HP.reg +7.00 Blind- +10% ---------- misc Stam/turn +0.50 Max.stam +11.00 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. |
Tool | ![]() 2.0 T3 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +6% arcane Melee Ret 6 acid ----- def ----- Resists +15% acid Create a radius 3 storm for 5 turns. Each turn, creatures within take 67 lightning damage and will be dazed for 1 turn (337 total damage) Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 2. 100% to increase all damage by 18% for 2 turns. 100% to gain a 18% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Str +3 Dex dps ---------- Dmg.mod +18% lightning Melee Ret 8 darkness On Hit (Melee): * 10% chance to reduce damage dealt by 21% ----- def ----- HP.reg +2.00 Stun/Frz- +24% ---------- misc See.Invis +3 Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) HP.reg +2.00 Stun/Frz- +25% Rings make your fingers look great! |
Around neck | ![]() 0.1 T3 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +1 Con +7 Mag dps ---------- Phys.crit +3.0% Spell.crit +5% Phys.pwr +15 (+5 eff.) Spell.pwr +5 (+2 eff.) Dmg.mod +6% acid +5% fire +6% cold +6% lightning Acc +15 (+4 eff.) ----- def ----- Phys.save +13 (+5 eff.) Spell.save +12 (+6 eff.) Mind.save +15 (+5 eff.) Amulets make your neck look great! |
In main hand | ![]() 4.0 T1 sling 1H weapon [Rare] Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 Ranged+ +8 light While equipped: Stats +3 Cun dps ---------- Res.pen +26% physical ----- def ----- Mind.save +15 (+5 eff.) Die.at -60.00 life ---------- misc Light +2 Slings are used to hurl stones or metal shots at your foes. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +3 Dex dps ---------- Crit.mult +5.00% Acc +25 (+6 eff.) Apr +1 ----- def ----- Defense +10 (+2 eff.) Max.HP +32.00 A belt that goes around your waist. |
In off hand | ![]() 7.0 T1 shield armor Reqs Shield usage training [Rare] Nature When used to Attack: Power 95% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Apr +1 Crit +2.5% Block +40 Melee+ +12 cold While equipped: Stats +2 Str +2 Wil dps ---------- Crit.mult +5.00% Dmg.mod +9% physical On shield block: * Deals 139 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +2 Fatigue +8% Resists +11% cold ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Res.pen +5% physical Acc +10 (+3 eff.) ----- def ----- Armour +6 Defense +6 (+2 eff.) Resists +3% physical +3% cold Max.HP +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+3 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+4 eff.) Send out a range 5 beam of kinetic energy, dealing 37.39 to 46.74 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to increase movement speed by 625% 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. 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 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +6 (+3 eff.) Mind.pwr +5 (+1 eff.) ----- def ----- Spell.save +4 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +7 (+2 eff.) Apr +7 ----- def ----- Defense +8 (+2 eff.) Disengage: Puts all charms on 10 cooldown Level 2.6 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 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 135% 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! |
![]() 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Max.HP +20.00 Disarm- +22% Pinning- +20% Knockbk- +22% Rings make your fingers look great! |
![]() 4.0 T1 sling 1H weapon [Rare] Nature Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 Ranged+ +12 fire On Crit.r2 +8 light +18 fire On Hit: * 20% chance to reduce all saves and defense by 26 While equipped: dps ---------- All.spd +2% Dmg.mod +3% mind +12% light Res.pen +25% mind +8% fire Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T1 sling 1H weapon [Rare] Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 On Hit.r1 +12 darkness On Hit: * 10% chance to gain 10% of a turn (3/turn limit) While equipped: Stats +3 Cun dps ---------- Dmg.mod +6% darkness Res.pen +15% darkness +6% physical ----- def ----- Resists +3% darkness Def/telep +15 Res/telep +15% Dur/telep +15% Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T1 sling 1H weapon [Ego++] Nature/Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 While equipped: Stats +4 Str +4 Dex +5 Mag +4 Wil +3 Cun +3 Con dps ---------- Res.pen +6% all Acc +7 (+2 eff.) Apr +6 Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T1 sling 1H weapon [Normal] Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 T1 shot ammo [Rare] Master Power 121% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +1 Crit +10.0% Capacity 17 Ranged+ +4 mind +8 nature On Hit.r1 +8 mind On Crit.r2 +16 mind On Hit: * 10% chance to slow global speed by 53% On Crit: * Wound the target dealing 166 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 3.0 T2 shot ammo [Random Unique] Arcane/Nature/Master Power 129% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +2 Crit +10.5% Capacity 15 Ranged+ +12 cold On Hit.r1 +8 mind On Crit.r2 +4 mind +9 cold On Hit: * 20% chance to reduce all saves and defense by 26 On Crit: * Splash the target with acid dealing 71 damage over 5 turns and reducing armor and accuracy by 9 * Wound the target dealing 166 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 2.0 T2 cloth armor [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +12% fire On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 15 ----- def ----- Armour +2 Defense +2 (+1 eff.) Resists +10% blight +18% fire +6% temporal +9% all Phys.save +16 (+6 eff.) Max.HP +40.00 HP.reg +2.00 Heal.mod +11% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 1.0 T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +6 Mag +13 Wil +6 Cun dps ---------- Spell.crit +5% Dmg.mod +9% temporal Res.pen +5% temporal Against +28% Summoned ----- def ----- Resists +3% temporal +10% light +11% darkness D.Red.from +31% Summoned Def/telep +15 Res/telep +15% Dur/telep +15% A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +1 Str +2 Dex +2 Mag +2 Wil +2 Cun dps ---------- Res.pen +5% arcane ----- def ----- Defense +1 (+0 eff.) Crit.chn- 15.00% Spell.save +5 (+2 eff.) ---------- misc Max.mana +41.00 Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego+] Arcane While equipped: ----- def ----- Armour +4 Fatigue +3% Silence- +20% Confus- +25% Stun/Frz- +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T2 hands armor [Ego++] Arcane/Master While equipped: Stats +4 Mag +5 Wil dps ---------- Spell.pwr +7 (+3 eff.) Melee+ 7 arcane Dmg.mod +5% arcane ----- def ----- Armour +6 Resists +6% arcane Mind.save +9 (+3 eff.) Max.HP +40.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% lightning Acc +15 (+4 eff.) ----- def ----- Armour +1 Fatigue +1% Die.at -60.00 life HP.reg +1.00 ---------- misc Stam/turn +0.50 Max.stam +31.00 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. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +4 Str +2 Dex +5 Mag +4 Cun +5 Con dps ---------- Dmg.mod +9% nature ----- def ----- Armour +3 Fatigue +3% ---------- misc Infravis +3 A cap 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 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 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. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +5 Str +6 Mag +1 Cun dps ---------- Res.pen +5% lightning ----- def ----- Fatigue -5% ---------- misc Light +3 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 +2 Dex dps ---------- Phys.pwr +4 (+1 eff.) Mov.spd +10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Random Unique] Master While equipped: Stats +5 Str +4 Cun dps ---------- Crit.mult +5.00% Apr +7 On Hit (Melee): * 10 arcane resource burn ----- def ----- Max.HP +55.00 ---------- misc Max.stam +34.00 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 3.0 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +73 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 239/400 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 T1 wand charm [Rare] Arcane While equipped: Stats +2 Dex +3 Mag +3 Wil +5 Con dps ---------- Melee Ret 8 mind ----- def ----- Resists +5% arcane Fire a magical bolt dealing 122 acid damage Puts all charms on 15 cooldown 100% to reduce fatigue by 25% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 27 lightning damage and will be dazed for 1 turn (136 total damage) Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to gain a 12% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T2 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 45 lightning damage and will be dazed for 1 turn (225 total damage) Puts all charms on 15 cooldown 100% to reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
By Grand the Halfling Skirmisher level 16
46th Dusk 122nd year of Ascendancy at 15:01 see stats
By Grand the Halfling Skirmisher level 23
29th Regrowth 123rd year of Ascendancy at 16:36 see stats
By Grand the Halfling Skirmisher level 10
1st Flare 122nd year of Ascendancy at 01:45 see stats
By Grand the Halfling Skirmisher level 20
75th Dusk 122nd year of Ascendancy at 15:07 see stats
By Grand the Halfling Skirmisher level 18
61st Dusk 122nd year of Ascendancy at 02:37 see stats
By Grand the Halfling Skirmisher level 7
78th Pyre 122nd year of Ascendancy at 19:04 see stats
By Grand the Halfling Skirmisher level 22
3rd Allure 123rd year of Ascendancy at 10:59 see stats
By Grand the Halfling Skirmisher level 21
1st Allure 123rd year of Ascendancy at 13:19 see stats
By Grand the Halfling Skirmisher level 15
33rd Dusk 122nd year of Ascendancy at 15:10 see stats
Log
Resting starts...
Grand regains balance.
Rested for 35 turns (stop reason: all resources and life at maximum).
You are yanked out of this place!
You gain 10.25 gold from the transmogrification of powerful ash wand of shielding [power 170] (20 cooldown).
You gain 8.50 gold from the transmogrification of Helm of the Dwarven Emperors (0 def, 6 armour).
You gain 0.10 gold from the transmogrification of rough leather cap (0 def, 1 armour).
You gain 0.10 gold from the transmogrification of rough leather cap (0 def, 1 armour).
You gain 3.56 gold from the transmogrification of sand hardened leather gloves of strength (+3) (0 def, 8 armour).
You gain 0.60 gold from the transmogrification of pair of rough leather boots of evasion (3 def, 1 armour).
You gain 0.05 gold from the transmogrification of rough leather belt.
You gain 20.30 gold from the transmogrification of Fogbender (2 def, 10 armour).
You gain 13.50 gold from the transmogrification of Hazewilter (0 def, 0 armour).
You gain 0.50 gold from the transmogrification of steel waraxe (110% power, 3 apr).
You gain 12.50 gold from the transmogrification of Crooked Club (129% power, 4 apr).
You gain 17.40 gold from the transmogrification of Voidpeal the steel longsword (113% power, 3 apr).
You gain 13.29 gold from the transmogrification of Duskprophet the steel greatmaul (134% power, 2 apr).
You gain 14.30 gold from the transmogrification of Skywarden (146% power, 2 apr).
You gain 0.50 gold from the transmogrification of ash magestaff (111% power, 3 apr, lightning element).
You gain 14.82 gold from the transmogrification of Berelablek (111% power, 3 apr, fire element).
You gain 21.94 gold from the transmogrification of Aereldil (111% power, 3 apr, blight element).
You gain 21.23 gold from the transmogrification of steel amulet 'Veleba'.
You gain 17.54 gold from the transmogrification of Glarewing.
You gain 1.14 gold from the transmogrification of shatter afflictions rune of the titan (absorb 66; cd 20).
You gain 2.02 gold from the transmogrification of movement infusion of the warrior (speed 454%; cd 15).
There is a Passageway into the Daikara here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.