










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. 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:
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:
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game 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. 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 Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Halfling |
Class | Ascetic |
Level / Exp | 17 / 21% |
Size | small |
Lifes / Deaths | Killed by Urkis, the High Tempest at level 17 on the 23rd Dusk 122nd year of Ascendancy at 15:42 / 1 |
Primary Stats
Strength | 21 (base 10) |
Dexterity | 50 (base 28) |
Constitution | 35 (base 29) |
Magic | 63 (base 31) |
Willpower | 25 (base 16) |
Cunning | 48 (base 22) |
Resources
Life | -98/478 |
Mana | 135/287 |
Stamina | 156/186 |
Healing Factor | 1.2916660017318 |
Regeneration | 0.32291650043294 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Offense: Mainhand
Damage | 67 |
Accuracy | 46 |
Crit Chance | 17% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 46 |
Crit Chance | 35% |
Speed | 1 |
Offense: Mind
Mindpower | 34 |
Crit Chance | 16% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +6% |
Light | +33% |
Temporal | +30% |
Physical | +7% |
Arcane | +24% |
Acid | +3% |
All | 0% |
Offense: Damage Penetration
Light | +5% |
Physical | +6% |
Fire | +15% |
Temporal | +7% |
Defense: Base
Armour (hardiness) | 9 (62.946778433524%) |
Defense | 47 |
Ranged Defense | 47 |
Fatigue | 0 |
Physical Save | 40 |
Spell Save | 40 |
Mental Save | 38 |
Defense: Resistances
Lightning | + 20%( 70%) |
Light | + 40%( 70%) |
Temporal | + 19%( 70%) |
Blight | + 19%( 70%) |
Arcane | + 19%( 70%) |
All | + 15%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 284 life over 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 150 damage for 3 turns. Its effects scale with your Strength 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 (41 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -486 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1072 life, 11 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Class Talents
Cunning / Tactical | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Spell / Phantasm | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Enhancement | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Aegis | 1.10 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Spell / Staff combat | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Technique / Mobility | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 0/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| 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 |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortress (+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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * You've found the needed sandworm tooth. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one warg claw. My usual ingredient gatherers draw the line at hunting wargs. Feel free to mock them on your way back.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' | 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 |
Equipment
On feet | ![]() 2.0 T1 feet armor [Rare] Nature While equipped: Stats +3 Dex +6 Mag +1 Cun +2 Con dps ---------- Dmg.mod +3% acid ----- def ----- Armour +1 Resists +6% lightning +5% temporal A pair of boots made of leather. |
Light source | ![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(77 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +1 Con dps ---------- Mind.crit +2% Mind.pwr +2 (+1 eff.) Dmg.mod +6% light On Hit (Melee): * 20% chance to reduce all saves and defense by 23 ----- def ----- Defense +1 (+1 eff.) Crit.dmg- 10.00% ---------- misc Psi/turn +0.13 A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 T3 totem charm [Rare] Nature While equipped: Stats +2 Cun +1 Wil dps ---------- Mind.pwr +10 (+5 eff.) Res.pen +15% fire ---------- misc Max.psi +20.00 Harden the skin for 7 turns increasing armour by 37 and armour hardiness by 50% Puts all charms on 20 cooldown 100% to increase all damage by 13% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego++] Arcane While equipped: Stats +7 Mag +5 Wil dps ---------- Spell.pwr +5 (+2 eff.) Melee+ 14 light Ranged+ 15 light Dmg.mod +11% light ----- def ----- Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Ego+] Psionic While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +4 Cun +2 Con dps ---------- Melee+ 8 physical Ranged+ 7 physical On Hit (Melee): * 11% chance to reduce all saves and defense by 23 On Hit (Ranged): * 11% chance to reduce all saves and defense by 23 ---------- misc Hate/m.crit +1.00 Max.hate +6.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Ego++] Arcane/Master While equipped: ----- def ----- Armour +6 Defense +5 (+2 eff.) Resists +5% blight Phys.save +12 (+4 eff.) The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
In main hand | ![]() 5.0 T4 staff 2H weapon [Random Unique] Arcane/Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Cun +1 Wil dps ---------- Spell.crit +21% Crit.mult +14.00% Spell.pwr +12 (+4 eff.) Dmg.mod +25% temporal Acc +10 (+3 eff.) ----- def ----- Phys.save +17 (+6 eff.) Spell.save +16 (+5 eff.) Mind.save +16 (+6 eff.) Die.at -40.00 life ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T2 hands armor [Ego+] Master While equipped: Stats +2 Str +4 Dex +3 Cun dps ---------- Acc +10 (+3 eff.) ----- def ----- Armour +2 Phys.save +6 (+2 eff.) ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 2.0 T2 cloth armor [Ego+] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +5% temporal +7% physical Res.pen +7% temporal +6% physical ----- def ----- Resists +9% all Anom.red +8 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +24% arcane Res.pen +5% light ----- def ----- Defense +2 (+1 eff.) Resists +5% arcane Spell.save +7 (+2 eff.) Mind.save +8 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T1 amulet jewelry [Ego+] Arcane While equipped: dps ---------- Melee+ 6 light 6 darkness Dmg.mod +6% light +6% darkness On Melee Ret: * 6% chance to reduce damage dealt by 19% * 6% chance to blind Amulets make your neck look great! |
Inventory
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 78.49 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 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 48 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% acid On Hit (Melee): * 10% chance to reduce all saves and defense by 23 ----- def ----- Armour +10 Defense +15 (+5 eff.) Resists +22% acid +3% mind Phys.save +3 (+1 eff.) Poison- +20% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+2 eff.) Silence- +22% ---------- misc Mana/turn +0.11 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+1 eff.) Rings make your fingers look great! |
![]() 5.0 T2 greatmaul 2H weapon [Rare] Master Power 27.0 - 40.5 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Hit.r1 +8 fire On Hit: * 20% chance to reduce armor by 34% While equipped: Stats +6 Cun dps ---------- Acc +10 (+3 eff.) ----- def ----- Defense +9 (+3 eff.) Resists +9% fire Disarm- +34% ---------- misc Light +3 Infravis +1 Massive two-handed mauls. |
![]() 4.0 T2 longbow 2H weapon Reqs Shoot [Rare] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +8 lightning +12 fire On Crit.r2 +8 nature While equipped: Stats +7 Cun dps ---------- Dmg.mod +9% nature +15% fire Melee Ret 2 lightning Longbows are used to shoot arrows at your foes. |
![]() 3.0 T2 mindstar 1H weapon [Rare] Nature Power 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Melee+ +12 light While equipped: Stats +2 Str +1 Dex +1 Cun dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +12% light Res.pen +10% light ----- def ----- Resists +3% light Max.HP +18.00 HP.reg +0.80 ---------- 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 T2 staff 2H weapon [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Spell.pwr +6 (+2 eff.) S.pwr/crit +4 Dmg.mod +15% arcane ----- def ----- Phys.save +7 (+2 eff.) Spell.save +5 (+1 eff.) Mind.save +7 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T2 waraxe 1H weapon [Rare] Master Power 13.0 - 18.2 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit.r1 +8 cold While equipped: dps ---------- Dmg.mod +18% cold +6% fire Res.pen +15% light Acc +8 (+2 eff.) ----- def ----- Defense +7 (+3 eff.) Resists +12% light Disarm- +30% One-handed war axes. |
![]() 3.0 T2 waraxe 1H weapon [Normal] Power 15.0 - 21.0 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% One-handed war axes. |
![]() 2.0 T2 cloth armor [Ego] Master/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +3 (+1 eff.) ----- def ----- Armour +3 Defense +2 (+1 eff.) Resists +9% all Phys.save +15 (+5 eff.) Mind.save +17 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 1.0 T2 hands armor [Rare] Arcane While equipped: Stats +9 Mag +3 Wil dps ---------- Melee+ 5 acid 5 fire 5 cold 5 lightning Dmg.mod +9% lightning Res.pen +10% lightning ----- def ----- Armour +2 Resists +3% blight ---------- 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. |
![]() 2.0 T1 head armor [Ego+] Master While equipped: Stats +2 Str +2 Con dps ---------- Phys.pwr +4 (+2 eff.) ----- def ----- Armour +2 Fatigue +1% ---------- misc Infravis +1 A cap made of leather. |
![]() 9.0 T2 light armor [Rare] Master While equipped: dps ---------- Res.pen +10% mind ----- def ----- Armour +4 Defense +21 (+7 eff.) Fatigue +7% Resists +28% fire Crit.dmg- 10.00% Die.at -40.00 life HP.reg +2.00 Stun/Frz- +10% A suit of armour made of leather. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Cun dps ---------- Crit.mult +20.00% ----- def ----- Armour +4 Fatigue +8% Resists +3% light +19% fire Mind.save +6 (+2 eff.) ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 3.0 T2 arrow ammo [Normal] Power 21.5 - 30.1 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 18 Arrows are used with bows to pierce your foes to death. |
![]() 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: 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 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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 T3 torque charm [Rare] Psionic While equipped: dps ---------- Crit.mult +5.00% Mind.pwr +5 (+2 eff.) Dmg.mod +9% darkness Melee Ret 4 mind On Hit (Melee): * 10% chance to reduce damage dealt by 19% ----- def ----- Resists +5% arcane Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 241 physical damage Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 1. 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 Cavecanem the Halfling Ascetic level 15
15th Dusk 122nd year of Ascendancy at 10:06 see stats
By Cavecanem the Halfling Ascetic level 10
6th Mirth 122nd year of Ascendancy at 00:31 see stats
By Cavecanem the Halfling Ascetic level 16
22nd Dusk 122nd year of Ascendancy at 17:21 see stats
By Cavecanem the Halfling Ascetic level 7
78th Pyre 122nd year of Ascendancy at 23:51 see stats
By Cavecanem the Halfling Ascetic level 16
21st Dusk 122nd year of Ascendancy at 18:00 see stats
By Cavecanem the Halfling Ascetic level 16
22nd Dusk 122nd year of Ascendancy at 08:27 see stats
Log
Urkis, the High Tempest becomes ethereal.
Thunderstorm hits Cavecanem for (52 ignored), 0 lightning (0 total damage).
Cavecanem casts Arcane Reconstruction.
Cavecanem receives 356 healing.
Cavecanem is less thorny now.
Talent Inner Power is ready to use.
Hurricane from Urkis, the High Tempest hits Cavecanem for 57 lightning damage.
A shield forms around Cavecanem.
Hurricane from Urkis, the High Tempest hits Cavecanem for (45 absorbed), 0 lightning (0 total damage).
Talent Blunt Thrust is ready to use.
Talent Arcane Strike is ready to use.
Hurricane from Urkis, the High Tempest hits Cavecanem for (45 absorbed), 0 lightning (0 total damage).
You pickup 0.60 gold pieces.
Cavecanem is no longer evading attacks.
Cavecanem stops regenerating health quickly.
Hurricane from Urkis, the High Tempest hits Cavecanem for (37 absorbed), 0 lightning (0 total damage).
Ran for 2 turns (stop reason: taken damage).
The shield around Cavecanem crumbles.
Hurricane from Urkis, the High Tempest hits Cavecanem for (53 absorbed), 0 lightning (0 total damage).
Ran for 2 turns (stop reason: taken damage).
Cavecanem tries to evade attacks.
Talent Illuminate is ready to use.
Hurricane from Urkis, the High Tempest hits Cavecanem for 58 lightning damage.
Cavecanem the level 17 halfling ascetic was shocked to death by Urkis, the High Tempest and used in mad electrical reanimation experiments on level 2 of Tempest Peak.