











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
|
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Higher |
Class | Arcane Blade |
Level / Exp | 24 / 81% |
Size | medium |
Lifes / Deaths | Killed by Borius, Avatar of Bearness at level 24 on the 15th Regrowth 123rd year of Ascendancy at 06:20 / 1 |
Primary Stats
Strength | 34 (base 13) |
Dexterity | 39 (base 10) |
Constitution | 35 (base 10) |
Magic | 89 (base 54) |
Willpower | 31 (base 10) |
Cunning | 88 (base 47) |
Resources
Life | -266/695 |
Mana | 233/363 |
Stamina | 177/278 |
Healing Factor | 1.3116660017318 |
Regeneration | 5.5745805073602 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 15 |
Lite | 6 |
Infravision | 8 |
See Stealth | 57.646342358568 |
See Invisible | 72.646342358568 |
Offense: Mainhand
Damage | 41 |
Accuracy | 59 |
Crit Chance | 35% |
APR | 8 |
Speed | 1.00 |
Offense: Offhand
Damage | 14 |
Accuracy | 59 |
Crit Chance | 37% |
APR | 11 |
Speed | 1.00 |
Offense: Spell
Spellpower | 67 |
Crit Chance | 36% |
Speed | 1 |
Offense: Mind
Mindpower | 43 |
Crit Chance | 26% |
Speed | 1 |
Offense: Damage Bonus
Arcane | +23% |
Cold | +14% |
All | 0% |
Lightning | 0% |
Light | +6% |
Physical | +12% |
Darkness | +9% |
Fire | 0% |
Nature | +20% |
Offense: Damage Penetration
Fire | +15% |
Nature | +50% |
Defense: Base
Armour (hardiness) | 7 (30%) |
Defense | 43 |
Ranged Defense | 43 |
Fatigue | 0 |
Physical Save | 26 |
Spell Save | 38 |
Mental Save | 37 |
Defense: Resistances
Lightning | + 30%( 70%) |
Acid | + 30%( 70%) |
Darkness | + 26%( 70%) |
Blight | + 28%( 70%) |
Arcane | + 33%( 70%) |
Cold | + 35%( 70%) |
All | + 18%( 70%) |
Defense: Immunities
Knockback Resistance | 0% |
Stun Resistance | 21% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 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 108 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: MovementUse 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 increase movement speed by 667% 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 Magic stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (0 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: 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. |
Class Talents
Technique / Magical combat | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Technique / Combat techniques | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Aegis | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Higher | 1.00 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 4/5 |
| 1/5 |
| 0/5 |
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 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Magic 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 Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Vitality (+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 successfully escorted the repented thief to the recall portal on level 8 of Dreadfell. Escort: repented thief (level 8 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Old Forest. Escort: temporal explorer (level 4 of Old Forest)As a reward you improved talent Foresight (+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 Shardskin. * 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 |
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 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 greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed vial of elder vampire blood. * '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.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed red crystal shard. * You've found the needed snow giant kidney. 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 sandworm tooth. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed warg claw. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
Equipment
On feet | ![]() 2.0 T5 feet armor [Rare] Nature While equipped: Stats +2 Dex dps ---------- Dmg.mod +12% physical Apr +4 Melee Ret 10 physical ----- def ----- Armour +5 HP.reg +2.00 Heal.mod +12% ---------- misc Max.stam +30.00 A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- 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 | ![]() 2.0 T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil dps ---------- Dmg.mod +20% nature Res.pen +15% nature ----- def ----- Defense +8 (+3 eff.) Mind.save +12 (+5 eff.) Blind- +100% ---------- misc Infravis +2 See.Stealth +15 See.Invis +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
On hands | ![]() 1.0 T2 hands armor [Rare] Arcane While equipped: Stats +4 Mag +2 Wil +4 Con dps ---------- S.pwr/crit +10 Dmg.mod +3% arcane Res.pen +15% fire Phasing +30% ----- def ----- Armour +2 ---------- misc Mana/s.crit +2.00 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. |
Tool | ![]() 3.0 T1 digger tool [Rare] Arcane While equipped: Stats +1 Str +2 Dex +1 Mag +1 Wil dps ---------- Spell.crit +5% Spell.pwr +15 (+4 eff.) ---------- misc Psi/ret +0.04 Mana/s.crit +1.00 Max.mana +20.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T3 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Phys.pwr +7 (+3 eff.) Spell.pwr +7 (+2 eff.) Mind.pwr +13 (+4 eff.) Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Con ----- def ----- Phys.save +8 (+4 eff.) HP.reg +2.00 Stun/Frz- +21% Rings make your fingers look great! |
Around neck | ![]() 0.1 T5 amulet jewelry [Rare] Nature While equipped: Stats +8 Con dps ---------- Res.pen +20% nature ----- def ----- Resists +6% acid +12% blight +9% darkness +15% lightning Amulets make your neck look great! |
In main hand | ![]() 5.0 T3 staff 1H weapon [Ego+] Arcane/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +5% Phys.pwr +7 (+3 eff.) Spell.pwr +19 (+5 eff.) Dmg.mod +20% arcane Acc +7 (+1 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Around waist | ![]() 1.0 T1 belt armor [Ego++] Master While equipped: Stats +3 Dex +4 Wil +7 Cun +6 Lck dps ---------- Against +15% Summoned ----- def ----- D.Red.from +19% Summoned Stealth +5 ---------- misc T.Disarm +5 Infravis +3 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% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +20 acid +10 cold While equipped: dps ---------- Dmg.mod +9% darkness On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +9% acid Def/telep +15 Res/telep +15% Dur/telep +15% Sharp, short and deadly. |
Cloak | ![]() 2.0 T5 cloak armor [Rare] Nature While equipped: Stats +5 Str +7 Dex +2 Con dps ---------- Res.pen +15% nature Acc +30 (+7 eff.) ----- def ----- Defense +3 (+1 eff.) Fatigue -8% Resists +5% arcane Max.HP +79.00 ---------- misc Max.stam +27.00 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 T5 cloth armor [Rare] Nature While equipped: Stats +4 Cun +7 Con dps ---------- Dmg.mod +6% light +14% cold ----- def ----- Resists +21% cold +15% all ---------- misc See.Invis +15 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 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 20 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 T2 amulet jewelry [Ego++] Arcane While equipped: Stats +2 Mag dps ---------- Spell.crit +3% Spell.pwr +4 (+1 eff.) Melee+ 7 light 5 darkness Dmg.mod +5% acid +7% light +5% cold +5% fire +6% lightning +6% darkness On Melee Ret: * 6% chance to reduce damage dealt by 22% * 7% chance to blind Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Normal] Amulets make your neck look great! |
![]() 0.1 T4 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +12% light Res.pen +25% fire Acc +9 (+2 eff.) Apr +10 On Hit (Melee): * 20% chance to slow global speed by 54% ----- def ----- Defense +11 (+4 eff.) Resists +6% light +24% fire Disengage: Puts all charms on 10 cooldown Level 2.0 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 143% 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+] Master While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con dps ---------- Acc +9 (+2 eff.) Apr +10 ----- def ----- Defense +10 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 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 143% 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! |
![]() 1.0 T5 dagger 1H weapon Reqs Dex 48 [Rare] Master Power 50.0 - 65.0 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +8 lightning While equipped: dps ---------- Dmg.mod +24% fire Res.pen +15% fire ----- def ----- Resists +9% lightning Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon Reqs Dex 48 [Rare] Master Power 37.0 - 48.1 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit.r1 +4 light On Crit.r2 +8 mind +20 light While equipped: Stats +5 Dex dps ---------- Phys.spd +10% Acc +7 (+1 eff.) On Hit (Melee): * 20% chance to slow global speed by 54% Sharp, short and deadly. |
![]() 3.0 T5 greatsword 2H weapon Reqs Str 48 [Rare] Master Power 76.5 - 122.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Crit.mult +10.00% Phys.pwr +30 (+12 eff.) ----- def ----- Armour +6 Resists +6% cold +1% physical Massive two-handed swords. |
![]() 3.0 T5 mindstar 1H weapon Reqs Wil 48 [Rare] Nature Power 16.0 - 17.6 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +44 Crit +5.0% Atk.spd 100% While equipped: Stats +2 Dex dps ---------- Mind.crit +5% Crit.mult +15.00% Mind.pwr +10 (+3 eff.) Dmg.mod +8% nature Res.pen +5% physical Acc +5 (+1 eff.) ----- def ----- Armour +4 Resists +7% blight +3% physical Disease- +22% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 5.0 T5 staff 2H weapon [Rare] Nature 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: dps ---------- Phys.crit +5.0% Spell.crit +5% Crit.mult +10.00% Spell.pwr +15 (+4 eff.) Dmg.mod +30% darkness ----- def ----- Defense +11 (+4 eff.) Resists +3% acid +3% fire +9% temporal ---------- misc Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 98.90 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T5 waraxe 1H weapon Reqs Str 48 [Rare] Nature Power 40.5 - 56.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit.r1 +16 light +20 acid On Crit.r2 +25 lightning +23 cold On Hit: * 20% chance to reduce damage dealt by 22% * 20% chance to reduce armor by 41% While equipped: dps ---------- Mov.spd +37% Res.pen +20% lightning +25% cold ----- def ----- Resists +9% acid One-handed war axes. |
![]() 1.0 T3 belt armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +8 Resists +8% fire +7% cold Create a temporary shield that absorbs 170 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Cosmetic Item] Nature/Master While equipped: ----- def ----- Defense +6 (+2 eff.) Phys.save +12 (+6 eff.) Mind.save +6 (+3 eff.) Die.at -50.00 life A stylish kruk-style cloak, to look awesome. |
![]() 2.0 T5 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +29% lightning +6% cold +6% mind Res.pen +25% mind ----- def ----- Resists +48% lightning +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: Stats +5 Mag +4 Wil dps ---------- Dmg.mod +10% physical ----- def ----- Resists +9% all +10% physical ---------- misc Mana/turn +0.16 Psi/turn +0.20 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Phys.pwr +30 (+12 eff.) Mind.pwr +30 (+10 eff.) Acc +10 (+2 eff.) ----- def ----- Armour +5 Fatigue +4% Resists +14% fire +11% cold ---------- misc Psi/ret +0.12 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T1 feet armor [Ego+] Master While equipped: Stats +3 Str +2 Con ----- def ----- Armour +1 Rush: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() 2.0 T5 head armor [Rare] Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +4 (+1 eff.) Dmg.mod +9% acid +27% light Res.pen +10% light +15% acid Melee Ret 8 fire ----- def ----- Defense +3 (+1 eff.) ---------- misc Psi/turn +0.32 A pointy cloth hat, very wizardly... |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +6% lightning +6% fire Res.pen +25% mind Melee Ret 4 fire ----- def ----- Armour +7 Fatigue +4% Resists +18% fire ---------- misc Infravis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 9.0 T4 light armor [Rare] Psionic While equipped: ----- def ----- Armour +19 Defense +12 (+4 eff.) Fatigue +8% Resists +8% mind +12% temporal Phys.save +3 (+2 eff.) Mind.save +21 (+8 eff.) Teleport- +20% A suit of armour made of leather. |
![]() 7.0 T5 shield armor Reqs Shield usage training Str 48 [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Cun +1 Str dps ---------- Res.pen +15% mind ----- def ----- Armour +15 Fatigue +8% Resists +12% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 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+] Arcane While equipped: Stats +1 Str +1 Mag dps ---------- Spell.crit +5% ---------- misc Max.mana +22.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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 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 T5 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% mind Res.pen +10% darkness Melee Ret 10 darkness 4 fire ----- def ----- Resists +21% fire Project a gust of wind in a cone knocking all creatures back 11 spaces and dealing 364 physical damage Puts all charms on 15 cooldown 100% to increase all damage by 22% for 2 turns. 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 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Alcharc the Higher Arcane Blade level 12
2nd Dusk 122nd year of Ascendancy at 19:06 see stats
By Alcharc the Higher Arcane Blade level 18
66th Haze 122nd year of Ascendancy at 05:55 see stats
By Alcharc the Higher Arcane Blade level 10
7th Mirth 122nd year of Ascendancy at 21:35 see stats
By Alcharc the Higher Arcane Blade level 20
77th Haze 122nd year of Ascendancy at 01:12 see stats
By Alcharc the Higher Arcane Blade level 17
33rd Haze 122nd year of Ascendancy at 18:31 see stats
By Alcharc the Higher Arcane Blade level 7
79th Pyre 122nd year of Ascendancy at 15:34 see stats
By Alcharc the Higher Arcane Blade level 15
5th Haze 122nd year of Ascendancy at 21:52 see stats
By Alcharc the Higher Arcane Blade level 9
6th Mirth 122nd year of Ascendancy at 07:57 see stats
By Alcharc the Higher Arcane Blade level 19
76th Haze 122nd year of Ascendancy at 17:49 see stats
Log
Alcharc performs a melee critical strike against Borius, Avatar of Bearness!
Borius, Avatar of Bearness stops regenerating health quickly.
Grappling hits Alcharc for 4 physical, 4 physical, 3 physical, 3 physical, 4 physical, 11 physical, 5 physical, 6 physical (40 total damage).
Alcharc hits Borius, Avatar of Bearness for 15 physical, 18 acid, 11 cold, 15 lightning, 18 fire, 47 physical, 20 lightning, 25 fire (170 total damage).
Talent Inner Power is ready to use.
Grappled from Borius, Avatar of Bearness hits Alcharc for 61 physical damage.
Borius, Avatar of Bearness uses Shattering Shout.
A shield forms around Alcharc.
Borius, Avatar of Bearness hits Alcharc for (198 absorbed), 0 physical (0 total damage).
You are unable to move!
Alcharc performs a melee critical strike against Borius, Avatar of Bearness!
Borius, Avatar of Bearness resists!
Grappling hits Alcharc for (10 absorbed), 0 physical, (5 absorbed), 0 physical, (6 absorbed), 0 physical, (3 absorbed), 0 physical, (4 absorbed), 0 physical, (3 absorbed), 0 physical, (3 absorbed), 0 physical, (4 absorbed), 0 physical (0 total damage).
Alcharc hits Borius, Avatar of Bearness for 45 physical, 20 lightning, 25 fire, 11 physical, 18 acid, 11 cold, 15 lightning, 18 fire (163 total damage).
Talent Infusion: Movement is ready to use.
Grappled from Borius, Avatar of Bearness hits Alcharc for (61 absorbed), 0 physical (0 total damage).
Borius, Avatar of Bearness misses Alcharc.
You are unable to move!
Borius, Avatar of Bearness resists!
Grappling hits Alcharc for (8 absorbed), 0 physical, (5 absorbed), 0 physical, (6 absorbed), 0 physical, (2 absorbed), 0 physical, (4 absorbed), 0 physical, (3 absorbed), 0 physical, (3 absorbed), 0 physical, (4 absorbed), 0 physical (0 total damage).
Alcharc hits Borius, Avatar of Bearness for 34 physical, 20 lightning, 25 fire, 9 physical, 18 acid, 11 cold, 15 lightning, 18 fire (151 total damage).
Borius, Avatar of Bearness throws a finishing uppercut.
Your shield crumbles under the damage!
The shield around Alcharc crumbles.
Alcharc resists the stun!
Borius, Avatar of Bearness hits Alcharc for (56 absorbed), 195 physical (195 total damage).
Melee retaliation hits Borius, Avatar of Bearness for 11 physical damage.
Alcharc the level 24 higher arcane blade was dissected to death by Borius, Avatar of Bearness on level 3 of Bearscape.