











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit 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 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 Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 Adventure |
Sex | Female |
Race | Shalore |
Class | Archer |
Level / Exp | 20 / 55% |
Size | medium |
Lifes / Deaths | Killed by worm that walks at level 14 on the 5th Dusk 122nd year of Ascendancy at 16:01 0 / 6Killed by dreaming horror at level 16 on the 7th Dusk 122nd year of Ascendancy at 13:15 Killed by Belota the polar bear at level 19 on the 66th Dusk 122nd year of Ascendancy at 09:01 Killed by Betharinne the Blightborn at level 19 on the 2nd Haze 122nd year of Ascendancy at 10:51 Killed by Chraj the krog at level 19 on the 33rd Haze 122nd year of Ascendancy at 08:26 Killed by Emeliwen the fox at level 20 on the 63rd Haze 122nd year of Ascendancy at 19:53 |
Primary Stats
Strength | 22 (base 17) |
Dexterity | 58 (base 48) |
Constitution | 41 (base 31) |
Magic | 31 (base 10) |
Willpower | 20 (base 10) |
Cunning | 20 (base 16) |
Resources
Life | -69/601 |
Stamina | 122/222 |
Healing Factor | 1.5481403954778 |
Regeneration | 21.441744477367 |
Speed
Mental | -1.1102230246252E-14% |
Attack | 0% |
Movement | +2.2204460492503E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 11 |
Infravision | 7 |
See Stealth | 37.388114253578 |
See Invisible | 43.388114253578 |
Offense: Mainhand
Damage | 77 |
Accuracy | 47 |
Crit Chance | 24% |
APR | 26 |
Speed | 1.00 |
Offense: Spell
Spellpower | 30 |
Crit Chance | 18% |
Speed | 1 |
Offense: Mind
Mindpower | 21 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Nature | +3% |
Acid | +9% |
Light | +10% |
Temporal | +3% |
Blight | +16% |
Cold | +15% |
Fire | +28% |
All | 0% |
Offense: Damage Penetration
Acid | +16% |
Nature | +36% |
All | +11% |
Defense: Base
Armour (hardiness) | 18 (38.594633868923%) |
Defense | 52 |
Ranged Defense | 52 |
Fatigue | 0 |
Physical Save | 21 |
Spell Save | 17 |
Mental Save | 14 |
Defense: Resistances
Acid | + 23%( 70%) |
Blight | + 39%( 70%) |
Physical | + 11%( 70%) |
Cold | + 52%( 70%) |
All | + 10%( 70%) |
Lightning | + 24%( 70%) |
Temporal | + 25%( 70%) |
Darkness | + 24%( 70%) |
Fire | + 30%( 70%) |
Nature | + 19%( 70%) |
Defense: Immunities
Pinning Resistance | 24% |
Confusion Resistance | 30% |
Blind Resistance | 66% |
Instadeath Resistance | 100% |
Knockback Resistance | 62% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 255 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 50 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. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 421 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Sniper | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Reflexes | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Archery training | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Marksmanship | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 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 |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Scintillating Caves. Escort: lost warrior (level 3 of Scintillating Caves)As a reward you improved Strength by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved Magic by +5. | 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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 AlchemistsAgrimley the hermit needs your help making an elixir of explosive force. 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 sandworm tooth. * You've found the needed warg claw. | 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 within7 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 | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Cun +1 Con dps ---------- Crit.mult +5.00% Apr +3 Melee Ret 2 physical ----- def ----- Armour +3 Defense +25 (+8 eff.) Fatigue +2% HP.reg +2.00 Heal.mod +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 3.0 T2 arrow ammo [Ego+] Master Power 27.5 - 38.5 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +9.5% Capacity 23 On Crit: * Wound the target dealing 178 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 1.0 T1 lite [Ego++] Arcane While equipped: Stats +4 Mag dps ---------- Spell.crit +4% Spell.pwr +9 (+4 eff.) ----- def ----- Resists +6% blight +6% darkness ---------- misc Light +5 Infravis +4 See.Invis +6 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 1.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 24 blight damage or heals 32 life. Creatures standing in the retch also have 9% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. 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 | ![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Tool | ![]() 2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown 100% to reduce fatigue by 20% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 11.38 cold and 9.89 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +16% blight +3% nature +9% acid Res.pen +25% nature +5% acid On Hit (Melee): * 20% chance to reduce armor by 27% ----- def ----- Resists +14% acid +26% blight +22% fire +22% cold +16% lightning Blind- +36% ---------- misc Infravis +3 See.Stealth +16 See.Invis +16 Rings make your fingers look great! It was hardened by the digestive sack. |
Around waist | ![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In main hand | ![]() 4.0 T2 longbow 2H weapon [Random Unique] Arcane/Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +23 fire On Hit.r1 +4 darkness While equipped: Stats +6 Mag dps ---------- Dmg.mod +28% fire Res.pen +11% all Acc +11 (+4 eff.) Apr +11 Longbows are used to shoot arrows at your foes. |
On hands | ![]() 1.0 T1 hands armor [Ego] Arcane/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+2 eff.) Melee+ 6 temporal Ranged+ 6 temporal Dmg.mod +3% temporal ----- def ----- Armour +1 Resists +6% temporal Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 9.0 T2 light armor [Random Unique] Nature While equipped: dps ---------- Phys.pwr +15 (+5 eff.) Apr +1 ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Max.HP +92.00 HP.reg +8.60 Heal.mod +22% ---------- misc Max.stam +20.00 A suit of armour made of leather. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +1 Dex dps ---------- Phys.crit +1.0% Crit.mult +5.00% Apr +4 Melee Ret 2 physical ----- def ----- Defense +6 (+2 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 [Rare] Nature While equipped: Stats +3 Dex +1 Cun +3 Con ----- def ----- Resists +1% physical +11% temporal Die.at -20.00 life Pinning- +24% Knockbk- +22% ---------- misc Max.hate +2.00 Amulets make your neck look great! |
Inventory
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% lightning +3% fire Melee Ret 2 fire ----- def ----- Resists +9% fire HP.reg +2.00 Stun/Frz- +22% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +2 Mag dps ---------- Melee+ 10 light Ranged+ 15 light Dmg.mod +11% light Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Str dps ---------- Dmg.mod +11% darkness ----- def ----- Armour +8 Resists +22% darkness Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+3 eff.) Rings make your fingers look great! |
![]() 4.0 T1 longbow 2H weapon [Rare] Arcane Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 Ranged+ +11 fire While equipped: dps ---------- Dmg.mod +3% light +12% fire Res.pen +5% acid Melee Ret 6 acid ---------- misc Hate/m.crit +1.00 Max.hate +4.00 Longbows are used to shoot arrows at your foes. |
![]() 4.0 T3 longbow 2H weapon [Ego+] Nature Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: Stats +9 Str +5 Dex +8 Mag +9 Wil +6 Cun +6 Con Longbows are used to shoot arrows at your foes. |
![]() 3.0 T1 longsword 1H weapon [Normal] Power 13.0 - 18.2 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly. |
![]() 3.0 T2 mindstar 1H weapon [Ego] 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% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ----- def ----- Phys.save +3 (+1 eff.) Spell.save +3 (+3 eff.) Mind.save +2 (+2 eff.) ---------- misc Equi/ret +0.90 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. |
![]() 2.0 T1 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% darkness +12% cold Res.pen +5% light +5% acid ----- def ----- Resists +18% cold +6% light +7% all ---------- misc Light +1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +5 Str +1 Dex +1 Wil dps ---------- Melee+ 7 nature Dmg.mod +3% nature ----- def ----- Armour +2 Fatigue +3% Resists +6% nature +5% arcane Phys.save +3 (+1 eff.) Disease- +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T3 head armor [Ego+] Master While equipped: Stats +2 Str +2 Con ----- def ----- Armour +3 Fatigue +3% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 88.5 Physical damage. If the attack hits, the target is confused (40% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() 2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +2 Con ----- def ----- Armour +1 Fatigue +1% Resists +5% lightning +6% temporal A cap made of leather. |
![]() 9.0 T2 light armor [Unique] Nature/Disrupt While equipped: Stats +3 Wil +4 Con ----- def ----- Armour +6 Defense +8 (+2 eff.) Rng.Def +4 (+1 eff.) Fatigue +8% Resists +20% nature +25% arcane Spell.save +18 (+10 eff.) HP.reg +1.00 Heal.mod +20% Stun/Frz- +25% ---------- misc Masteries +0.20 Wild-gift/Antimagic Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
![]() 9.0 T5 light armor [Ego] Arcane/Psionic While equipped: ----- def ----- Armour +8 Defense +20 (+6 eff.) Fatigue +8% Resists +5% mind +10% light +11% darkness Mind.save +11 (+8 eff.) A suit of armour made of leather. |
![]() 3.0 T2 arrow ammo [Ego] Nature Power 19.0 - 26.6 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 12 Proj.spd +200% Ranged+ +18 cold On Crit.r2 +8 cold On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 127 physical damage 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 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 (+4 eff.) Mind.save +6 (+6 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+4 eff.) Mind.save +6 (+6 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 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+3 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+3 eff.) Mind.save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Cun +1 Str dps ---------- Dmg.mod +6% physical ----- def ----- Armour +2 Resists +2% physical ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 lite [Rare] Nature While equipped: Stats +2 Str +5 Wil +2 Con dps ---------- Phys.crit +4.0% Crit.mult +12.00% Phys.pwr +7 (+2 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% arcane Crit.dmg- 5.00% Phys.save +6 (+3 eff.) Confus- +20% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Resists +3% nature Phys.save +6 (+3 eff.) Heal.mod +11% Blind- +10% Disarm- +20% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T1 totem charm [Rare] Nature While equipped: Stats +1 Dex +2 Con dps ---------- Mind.crit +1% ---------- misc Hate/m.crit +2.00 Light +1 Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 190 Base Damage: 104 Armor: 5 All Resist: 0 Puts all charms on 25 cooldown 100% to increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: 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 Vage Mafkees the Shalore Archer level 19
20th Haze 122nd year of Ascendancy at 16:14 see stats
By Vage Mafkees the Shalore Archer level 20
62nd Haze 122nd year of Ascendancy at 18:22 see stats
By Vage Mafkees the Shalore Archer level 10
3rd Flare 122nd year of Ascendancy at 01:52 see stats
By Vage Mafkees the Shalore Archer level 20
62nd Haze 122nd year of Ascendancy at 13:07 see stats
By Vage Mafkees the Shalore Archer level 19
14th Haze 122nd year of Ascendancy at 13:28 see stats
By Vage Mafkees the Shalore Archer level 11
6th Flare 122nd year of Ascendancy at 17:30 see stats
By Vage Mafkees the Shalore Archer level 16
11st Dusk 122nd year of Ascendancy at 02:45 see stats
By Vage Mafkees the Shalore Archer level 16
6th Dusk 122nd year of Ascendancy at 10:49 see stats
Log
Vage Mafkees shoots!
Melee retaliation hits War hound for 4 physical damage.
Vage Mafkees's Shoot hits War hound for 4 darkness damage.
Vage Mafkees's Shoot hits Green ooze for 0 darkness damage.
Vage Mafkees's Shoot hits Emeliwen the fox for 97 physical, 29 fire, 6 temporal, 4 darkness (137 total damage).
War hound hits Vage Mafkees for 107 physical damage.
Vage Mafkees is no longer pinned.
Talent Steady Shot is ready to use.
Bleeding from Emeliwen the fox hits Vage Mafkees for 103 physical damage.
Thorn Grab from Emeliwen the fox hits Vage Mafkees for 12 nature damage.
Emeliwen the fox summons a Ritch Flamespitter!
War hound is protected by a layer of thick leaves.
Vage Mafkees reacts to an attack from War hound, mitigating the blow!.
Melee retaliation hits War hound for 0 physical damage.
War hound hits Vage Mafkees for (35 reacted , -4 stam), 108 physical (108 total damage).
Emeliwen the fox stops bleeding.
Emeliwen the fox is no longer resonating.
War hound misses Vage Mafkees.
Vage Mafkees uses Disengage.
Vage Mafkees is moving at extreme speed!
Emeliwen the fox rushes out, claws sharp and ready!
Bleeding from Emeliwen the fox hits Vage Mafkees for 111 physical damage.
Thorn Grab from Emeliwen the fox hits Vage Mafkees for 13 nature damage.
Emeliwen the fox uses Nature's Touch.
Emeliwen the fox receives 361 healing.
Bleeding from Emeliwen the fox hits Vage Mafkees for 111 physical damage.
Thorn Grab from Emeliwen the fox hits Vage Mafkees for 13 nature damage.
Vage Mafkees the level 20 shalore archer was ground to death by Emeliwen the fox on level 4 of Daikara.