










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | 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.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 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:
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 |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Shalore |
Class | Arcane Blade |
Level / Exp | 19 / 94% |
Size | medium |
Lifes / Deaths | Killed by Big Graggo at level 14 on the 69th Haze 122nd year of Ascendancy at 09:20 0 / 6Killed by corrupted gigantic gravity worm at level 16 on the 79th Haze 122nd year of Ascendancy at 11:45 Killed by Arybeth the assassin at level 19 on the 6th Allure 123rd year of Ascendancy at 15:48 Killed by Assassin Lord at level 19 on the 7th Allure 123rd year of Ascendancy at 03:56 Killed by Eishrkon the thalore at level 19 on the 33rd Regrowth 123rd year of Ascendancy at 14:28 Killed by Eishrkon the thalore at level 19 on the 33rd Regrowth 123rd year of Ascendancy at 15:48 |
Primary Stats
Strength | 23 (base 18) |
Dexterity | 11 (base 10) |
Constitution | 26 (base 18) |
Magic | 61 (base 44) |
Willpower | 21 (base 10) |
Cunning | 39 (base 26) |
Resources
Life | -30/434 |
Mana | 148/263 |
Stamina | 192/212 |
Healing Factor | 1.2416586254955 |
Regeneration | 16.327810925266 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -2.0206059048178E-12% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 1 |
See Invisible | 6 |
Offense: Mainhand
Damage | 41 |
Accuracy | 31 |
Crit Chance | 17% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 43 |
Crit Chance | 15% |
Speed | 1 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 15% |
Speed | 1 |
Offense: Damage Bonus
Acid | +3% |
Lightning | +32% |
Darkness | +5% |
Arcane | +3% |
Cold | +12% |
All | 0% |
Offense: Damage Penetration
Arcane | +10% |
Physical | +10% |
Darkness | +7% |
Defense: Base
Armour (hardiness) | 44.5 (43.579428603723%) |
Defense | 25 |
Ranged Defense | 25 |
Fatigue | 18 |
Physical Save | 36 |
Spell Save | 43 |
Mental Save | 28 |
Defense: Resistances
Acid | + 15%( 70%) |
Blight | + 8%( 70%) |
Arcane | + 10%( 70%) |
Cold | + 27%( 70%) |
All | 0%( 70%) |
Darkness | + 34%( 70%) |
Temporal | + 16%( 70%) |
Mind | + 6%( 70%) |
Fire | + 18%( 70%) |
Lightning | + 37%( 70%) |
Defense: Immunities
Disarm Resistance | 22% |
Instadeath Resistance | 100% |
Silence Resistance | 45% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 100 damage for 5 turns. |
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. |
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 (8 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: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 acid, 3 fire, 5 light, 3 physical |
Class Talents
Technique / Magical combat | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 2/5 |
| 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 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 injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 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 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 repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | 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 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 Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * 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 |
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 precision. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed sandworm tooth. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * You've found the needed bear paw. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed snow giant kidney. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * '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. * You've found the needed chunk of ghoul flesh. | active |
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 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 T3 feet armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +4 Cun +3 Wil ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +3% Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +9 (+5 eff.) Evasion: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 21% chance to evade melee and ranged attacks and 9 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 T3 lite [Rare] Nature While equipped: Stats +3 Con dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Resists +8% blight +5% arcane +6% mind Spell.save +6 (+2 eff.) HP.reg +6.00 Silence- +20% ---------- misc Max.stam +30.00 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T3 head armor [Rare] Master While equipped: dps ---------- Acc +10 (+5 eff.) ----- def ----- Armour +14 Fatigue +3% Resists +18% fire Spell.save +6 (+2 eff.) ---------- misc Infravis +1 A cap made of leather. |
Tool | ![]() 2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+7 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
On fingers | ![]() 0.1 T1 ring jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +11% lightning +12% cold +3% arcane Res.pen +10% arcane ----- def ----- Resists +22% lightning +24% cold +5% arcane Phys.save +7 (+4 eff.) Spell.save +7 (+2 eff.) Mind.save +7 (+4 eff.) ---------- misc Light +3 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str ----- def ----- Armour +6 Silence- +25% ---------- misc Mana/turn +0.10 Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +6% lightning ----- def ----- Resists +3% cold HP.reg +0.90 Heal.mod +11% ---------- misc See.Invis +6 A belt that goes around your waist. |
In main hand | ![]() 3.0 T2 greatsword 2H weapon [Ego++] Master/Psionic Power 23.0 - 36.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +3 Con dps ---------- Phys.pwr +9 (+3 eff.) Res.pen +10% physical ----- def ----- Disarm- +22% Massive two-handed swords. |
On hands | ![]() 1.0 T2 hands armor [Rare] Master While equipped: Stats +4 Str dps ---------- Phys.pwr +8 (+2 eff.) Dmg.mod +3% acid ----- def ----- Armour +8 Phys.save +3 (+2 eff.) Spell.save +15 (+5 eff.) HP.reg +4.00 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. |
Main armor | ![]() 14.0 T2 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +11 Defense +2 (+1 eff.) Fatigue +12% Resists +15% acid A suit of armour made of mail. |
Cloak | ![]() 2.0 T3 cloak armor [Ego++] Arcane/Master While equipped: dps ---------- Dmg.mod +5% darkness Res.pen +7% darkness ----- def ----- Defense +2 (+1 eff.) Resists +34% darkness +16% temporal Stealth +5 Def/telep +13 Res/telep +11% Dur/telep +11% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown 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 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 179 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 32 Travel.spd 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 -166 life. The duration and life will increase by 1% for every 1% life you have lost (currently 344 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 517% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 76 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 878% for 10 turns (9 total) and instantly restoring 44 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning 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 [Normal] 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 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 21 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 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 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 91 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 Constitution 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 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 81 with a minimum range of 15. Its effects scale with your Magic 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 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 85 with a minimum range of 15. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Resists +5% physical ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +20% light Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+3 eff.) ----- def ----- Phys.save +7 (+4 eff.) Spell.save +7 (+2 eff.) Mind.save +7 (+4 eff.) Rings make your fingers look great! |
![]() 3.0 T2 battleaxe 2H weapon [Rare] Master Power 24.5 - 36.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% While equipped: Stats +1 Str +9 Wil +2 Con dps ---------- Res.pen +5% fire +12% physical Acc +13 (+7 eff.) Apr +13 ---------- misc Infravis +1 Massive two-handed battleaxes. |
![]() 1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego] Master Power 18.0 - 23.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Acc +6 (+3 eff.) ----- def ----- Defense +7 (+3 eff.) Disarm- +20% Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego] Arcane Power 13.0 - 16.9 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +5 light Against +9% Undead On Hit.r1 +7 fire Sharp, short and deadly. |
![]() 5.0 T1 greatmaul 2H weapon [Ego] Arcane/Master Power 29.5 - 44.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 124 damage over 5 turns and reducing armor and accuracy by 16 Massive two-handed mauls. |
![]() 5.0 T2 staff 2H weapon [Rare] Nature 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: Stats +3 Str +1 Mag +3 Cun +4 Con dps ---------- Spell.crit +2% Spell.pwr +11 (+3 eff.) Dmg.mod +15% lightning ----- def ----- Resists +15% fire HP.reg +0.60 Heal.mod +15% ---------- misc Infravis +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 1.0 T1 belt armor [Ego] Master While equipped: ----- def ----- Defense +8 (+4 eff.) Stealth +5 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Cun +2 Dex ----- def ----- Defense +7 (+3 eff.) Phys.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Str +1 Con ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloth armor [Unique] While equipped: ----- def ----- Resists +7% all Revealing, green, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
![]() 2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +15% mind ----- def ----- Armour +3 Resists +6% darkness Spell.save +3 (+1 eff.) ---------- misc Infravis +1 A pair of boots made of leather. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Res.pen +10% acid Melee Ret 2 nature 10 cold On Hit (Melee): * 10% chance to slow global speed by 44% ----- def ----- Armour +8 Fatigue +3% Resists +3% acid +3% nature ---------- misc Infravis +2 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] Nature While equipped: ----- def ----- Armour +1 Resists +5% lightning +5% temporal A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +3 HP.reg +1.00 Heal.mod +10% ---------- misc Stam/turn +0.50 Max.stam +28.00 A pair of boots made of leather. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% fire Acc +6 (+3 eff.) On Hit (Melee): * 10% chance to slow global speed by 44% ----- def ----- Armour +8 Fatigue +3% Resists +12% lightning Phys.save +7 (+4 eff.) Mind.save +7 (+4 eff.) Die.at -40.00 life Disarm- +20% 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. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +2 Dex +4 Cun +1 Con dps ---------- Acc +11 (+6 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +3% fire 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. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Ego] Master/Psionic While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +1 Fatigue +1% HP.reg +1.00 ---------- misc Stam/turn +0.60 Max.stam +10.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T3 head armor [Ego] Master While equipped: Stats +2 Dex ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
![]() 2.0 T1 head armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +2 (+1 eff.) Dmg.mod +10% lightning ----- def ----- Defense +1 (+0 eff.) Resists +15% lightning ---------- misc Psi/turn +0.11 A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Ego] Master While equipped: Stats +2 Wil ----- def ----- Defense +1 (+0 eff.) Phys.save +5 (+3 eff.) A pointy cloth hat, very wizardly... |
![]() 9.0 T2 light armor [Ego+] Master/Psionic While equipped: Stats +4 Str +6 Dex ----- def ----- Armour +4 Defense +9 (+4 eff.) Fatigue +7% Resists +5% mind Phys.save +9 (+4 eff.) Mind.save +12 (+6 eff.) A suit of armour made of leather. |
![]() 9.0 T1 light armor [Ego] Master While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +16% acid A suit of armour made of leather. |
![]() 12.0 T2 massive armor Reqs Massive armour training Str 26 [Unique] Nature/Master While equipped: Stats +3 Dex +3 Wil +3 Con ----- def ----- Armour +12 Defense +4 (+2 eff.) Fatigue +14% Resists +18% cold +18% darkness +18% nature Heal.mod +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
![]() 17.0 T3 massive armor Reqs Massive armour training Str 35 [Ego] Nature/Master While equipped: ----- def ----- Armour +11 Fatigue +22% Resists +19% lightning HP.reg +2.20 ---------- misc Stam/turn +0.70 A suit of armour made of metal plates. |
![]() 17.0 T2 massive armor Reqs Massive armour training Str 28 [Ego] Nature/Master While equipped: ----- def ----- Armour +9 Fatigue +22% Resists +15% lightning HP.reg +3.10 ---------- misc Stam/turn +0.50 A suit of armour made of metal plates. |
![]() 17.0 T4 massive armor Reqs Massive armour training Str 48 [Random Unique] Arcane/Master While equipped: Stats +4 Wil dps ---------- Mind.pwr +15 (+8 eff.) Res.pen +5% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 16% ----- def ----- Armour +13 Fatigue +22% Resists +22% acid +6% arcane +20% lightning Spell.save +16 (+5 eff.) ---------- misc Psi/ret +0.04 A suit of armour made of metal plates. |
![]() 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 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 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 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. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% 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 (+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 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. |
![]() 2.0 T2 lite [Unique] Unknown While equipped: dps ---------- Against +25% Horror ----- def ----- D.Red.from +25% Horror ---------- misc Light +7 See.Stealth +35 See.Invis +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
![]() 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.(71 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 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 T1 totem charm [Rare] Nature While equipped: Stats +3 Mag dps ---------- Dmg.mod +3% mind ---------- misc Vim/s.crit +2.00 Sting an enemy dealing 110 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 43 and armour hardiness by 50% Puts all charms on 20 cooldown 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 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 Big Graggo the Shalore Arcane Blade level 13
59th Haze 122nd year of Ascendancy at 13:59 see stats
By Big Graggo the Shalore Arcane Blade level 18
5th Decay 122nd year of Ascendancy at 17:20 see stats
By Big Graggo the Shalore Arcane Blade level 10
28th Haze 122nd year of Ascendancy at 00:25 see stats
By Big Graggo the Shalore Arcane Blade level 19
7th Allure 123rd year of Ascendancy at 08:42 see stats
By Big Graggo the Shalore Arcane Blade level 19
9th Decay 122nd year of Ascendancy at 17:00 see stats
By Big Graggo the Shalore Arcane Blade level 15
71st Haze 122nd year of Ascendancy at 17:36 see stats
By Big Graggo the Shalore Arcane Blade level 18
6th Decay 122nd year of Ascendancy at 02:45 see stats
Log
Eishrkon the thalore uses Swift Shot.
Big Graggo HEALS from nature damage!
Eishrkon the thalore's Swift Shot hits Big Graggo for 60 physical, 6 nature, 1 healing (66 total damage) [1 healing].
Eishrkon the thalore shoots!
Big Graggo HEALS from nature damage!
Eishrkon the thalore's Shoot hits Big Graggo for 35 physical, 6 nature, 1 healing (41 total damage) [1 healing].
Eishrkon the thalore uses Noggin Knocker.
Big Graggo is stunned!
Big Graggo HEALS from nature damage!
Eishrkon the thalore's Noggin Knocker hits Big Graggo for 26 physical, 6 nature, 1 healing (32 total damage) [1 healing].
Big Graggo is not stunned anymore.
Talent Teleport is ready to use.
Talent Phase Door is ready to use.
Talent Displacement Shield is ready to use.
Eishrkon the thalore uses Kneecapper.
Big Graggo shrugs off the effect 'Slow movement'!
Big Graggo resists being knocked down.
Big Graggo HEALS from nature damage!
Eishrkon the thalore's Kneecapper hits Big Graggo for 67 physical, 6 nature, 1 healing (73 total damage) [1 healing].
Eishrkon the thalore uses Swift Shot.
Big Graggo vanishes from sight.
Big Graggo deactivates Secrets of the Eternals.
Eishrkon the thalore's Swift Shot hits Big Graggo for 53 physical damage.
Big Graggo the level 19 shalore arcane blade was dissected to death by Eishrkon the thalore on level 1 of Ambush!.
You carry too much--you are encumbered!
Drop some of your items.