














Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: 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 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 Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Cornac |
Class | Rogue |
Level / Exp | 25 / 46% |
Size | medium |
Lifes / Deaths | Killed by giant spider at level 11 on the 57th Dusk 122nd year of Ascendancy at 22:41 0 / 7Killed by Adawyn the storm drake at level 22 on the 18th Regrowth 123rd year of Ascendancy at 16:45 Killed by Urkis, the High Tempest at level 22 on the 18th Regrowth 123rd year of Ascendancy at 19:02 Killed by Urkis, the High Tempest at level 22 on the 18th Regrowth 123rd year of Ascendancy at 22:08 Killed by Urkis, the High Tempest at level 22 on the 18th Regrowth 123rd year of Ascendancy at 23:50 Killed by Betulenne the skeleton master archer at level 24 on the 34th Regrowth 123rd year of Ascendancy at 00:08 Killed by James Stabington's Inner Demon at level 25 on the 4th Pyre 123rd year of Ascendancy at 12:35 |
Primary Stats
Strength | 16 (base 11) |
Dexterity | 63 (base 35) |
Constitution | 49 (base 42) |
Magic | 25 (base 10) |
Willpower | 27 (base 10) |
Cunning | 69 (base 39) |
Resources
Life | -163/551 |
Stamina | 12/214 |
Healing Factor | 1.2732873839944 |
Regeneration | 0.31832184599858 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 11 |
See Stealth | 60.739973845236 |
See Invisible | 60.739973845236 |
Offense: Mainhand
Damage | 77 |
Accuracy | 62 |
Crit Chance | 41% |
APR | 14 |
Speed | 1.00 |
Offense: Offhand
Damage | 63 |
Accuracy | 62 |
Crit Chance | 41% |
APR | 12 |
Speed | 1.00 |
Offense: Spell
Spellpower | 29 |
Crit Chance | 26% |
Speed | 1 |
Offense: Mind
Mindpower | 42 |
Crit Chance | 32% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +5% |
Light | +5% |
Temporal | +6% |
Blight | +3% |
Mind | +6% |
All | 0% |
Offense: Damage Penetration
Blight | +10% |
Darkness | +10% |
Mind | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 19 (60.678270784467%) |
Defense | 64 |
Ranged Defense | 64 |
Fatigue | 0 |
Physical Save | 26 |
Spell Save | 27 |
Mental Save | 43 |
Defense: Resistances
Physical | + 23%( 70%) |
Darkness | + 16%( 70%) |
Light | + 15%( 70%) |
Temporal | + 19%( 70%) |
Nature | + 10%( 70%) |
Arcane | + 23%( 70%) |
Lightning | + 21%( 70%) |
All | + 7%( 70%) |
Defense: Immunities
Stun Resistance | 10% |
Teleport Resistance | 20% |
Disarm Resistance | 10% |
Instadeath Resistance | 100% |
Pinning Resistance | 20% |
Inscriptions (4/4)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 346 life over 5 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse 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 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 72 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. |
Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Runes | Effective talent level: 2.5 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 225 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
Cunning / Stealth | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Technique / Duelist | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Dual techniques | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Assassination | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Poisons | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 3/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Cunning / Scoundrel | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. | active |
You failed to protect the lone alchemist from death by fire drake. Escort: lone alchemist (level 1 of Daikara) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved Constitution 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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 25. | 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. * 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed vial of fire wyrm saliva. * You've found the needed honey tree root. * You've found the needed storm wyrm claw. Marus of Elvala needs your help making an elixir of the savior. 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.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed pouch of luminous horror dust. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed green worm. You have aided Agrimley the hermit in creating an elixir of serendipity. Agrimley the hermit has completed an elixir of focus without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed ice wyrm tooth. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +6 Lck +4 Dex dps ---------- Res.pen +10% blight ----- def ----- Armour +1 Resists +3% nature Mind.save +9 (+3 eff.) Stealth +6 Disarm- +10% Stun/Frz- +10% A pair of boots made of leather. |
Quiver | ![]() 3.0 T2 shot ammo [Ego++] Arcane/Psionic Power 23.5 - 28.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 18 Ranged+ +9 physical On Hit: 20% Curse of Impotence 2 On Hit: * 20% chance to knock the target back 3 spaces and deal 170 physical damage Shots are used with slings to pummel your foes to death. |
Light source | ![]() 2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 3 (based on Magic) detrimental mental effects. Uses 33 power out of 5/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
On head | ![]() 2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +4 Cun +2 Dex dps ---------- Crit.mult +5.00% Acc +5 (+2 eff.) On Melee Ret: * 12% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +8 Defense +10 (+3 eff.) Fatigue +3% Resists +7% lightning +6% temporal +2% physical +3% all Phys.save +7 (+4 eff.) Die.at -40.00 life A cap made of leather. |
On hands | ![]() 1.0 T2 hands armor [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Melee+ 8 light Dmg.mod +5% light Acc +12 (+3 eff.) ----- def ----- Armour +2 Resists +6% light Unarmed combat: Power 17.0 - 18.7 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Acc +5 Apr +3 Crit +7.0% Atk.spd 100% On Hit: 20% Searing Light 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 4.5 Pwr.cost 17 out of 11/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 12 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +6% temporal ----- def ----- Fatigue -6% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.enc +24 Light +3 Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +5 Mag +9 Wil +4 Cun dps ---------- Phys.pwr +5 (+3 eff.) Spell.pwr +13 (+6 eff.) Mind.pwr +11 (+4 eff.) Dmg.mod +3% blight +3% mind Res.pen +15% mind On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 17 Rings make your fingers look great! |
Around neck | ![]() 0.1 T1 amulet jewelry [Ego+] Nature While equipped: Stats +6 Lck dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +6 (+2 eff.) Unseen.red 11% Amulets make your neck look great! |
In main hand | ![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex, 15% Mag Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 4.5 Pwr.cost 17 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 97.36 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Around waist | ![]() 1.0 T3 belt armor [Random Unique] Nature/Master While equipped: Stats +4 Dex +3 Cun +2 Con +6 Lck dps ---------- Mind.pwr +6 (+2 eff.) ----- def ----- Resists +8% lightning +7% temporal +3% light +5% arcane Mind.save +9 (+3 eff.) Stealth +5 Pinning- +20% Teleport- +20% ---------- misc T.Disarm +10 Infravis +4 A belt that goes around your waist. |
In off hand | ![]() 1.0 T3 dagger 1H weapon [Unique] Arcane Power 27.0 - 35.1 Physical Uses 35% Cun, 20% Mag, 55% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+6 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +2 Dex +3 Wil +1 Cun dps ---------- Mind.crit +6% Dmg.mod +3% mind ----- def ----- Defense +1 (+1 eff.) Mind.save +5 (+2 eff.) ---------- misc Max.hate +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to cashmere cloak. |
Main armor | ![]() 9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+2 eff.) Fatigue +3% Resists +15% physical Bone Grab: Level 3.5 Pwr.cost 17 out of 30/30. Range 7 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 6 turns. The bone will also deal 44.76 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. This object's appearance was changed to Eel-skin armour. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 27% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Won't Break Stealth 100% Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1081% for 10 turns (0 total) and instantly restoring 54 mana. Also when resting your mana will regenerate at 0.5 per turn. 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 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +15% lightning +12% nature Res.pen +25% nature Melee Ret 8 cold ----- def ----- Blind- +13% ---------- misc Infravis +4 Sight +2 See.Invis +8 Amulets make your neck look great! |
![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
![]() 1.0 T3 dagger 1H weapon [Ego] Arcane Power 19.5 - 25.4 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 81 damage over 5 turns and reducing armor and accuracy by 11 Sharp, short and deadly. |
![]() 3.0 T3 greatsword 2H weapon Reqs Str 40 [Unique] Nature/Master Power 42.0 - 67.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +18.0% Atk.spd 100% Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con ----- def ----- D.Red.from +15% Orc HP.reg +0.50 ---------- misc Stam/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
![]() 3.0 T3 mindstar 1H weapon [Rare] Nature/Psionic Power 8.5 - 9.4 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Melee+ +16 acid On Hit.r1 +20 cold On Hit: * 20% chance to reduce armor by 26% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Dmg.mod +12% lightning +15% fire +11% cold Res.pen +15% cold ----- def ----- Resists +21% fire ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Psionic/Focus +0.10 Psionic/Projection 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 +2% Spell.pwr +14 (+7 eff.) Dmg.mod +15% arcane ---------- misc Mana/turn +0.14 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 25 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Ego] Arcane/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Crit.mult +12.00% Spell.pwr +9 (+4 eff.) Dmg.mod +20% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 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. |
![]() 1.0 T1 belt armor [Ego+] Master While equipped: ----- def ----- Armour +7 Defense +6 (+2 eff.) Phys.save +11 (+6 eff.) A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego++] Arcane/Nature While equipped: Stats +2 Con +5 Mag dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +7 (+2 eff.) ---------- misc Mana/turn +0.16 Max.mana +27.00 A belt that goes around your waist. |
![]() 2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+3 eff.) ----- def ----- Armour +2 Fatigue +3% Unarmed combat: Power 25.0 - 35.0 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +4 Cun +4 Dex dps ---------- Apr +5 ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T3 head armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +5% darkness +6% temporal +5% light +4% physical ----- def ----- Defense +2 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() 9.0 T2 light armor [Rare] Master While equipped: dps ---------- Phys.pwr +10 (+5 eff.) Acc +10 (+3 eff.) Apr +2 ----- def ----- Armour +8 Defense +6 (+2 eff.) Fatigue +7% Resists +15% darkness +18% fire Phys.save +3 (+2 eff.) A suit of armour made of leather. |
![]() 9.0 T3 light armor [Rare] Master While equipped: ----- def ----- Armour +8 Defense +9 (+3 eff.) Fatigue +8% Resists +10% physical +17% cold Spell.save +3 (+1 eff.) Die.at -40.00 life Max.HP +40.00 A suit of armour made of leather. |
![]() 7.0 T3 shield armor Reqs Shield usage training Str 37 [Unique] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +18 Hardiness +20% Defense +20 (+5 eff.) Rng.Def +10 (+3 eff.) Fatigue +30% ---------- misc Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Ego+] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Con dps ---------- On Melee Ret: * 11% chance to reduce armor by 26% ----- def ----- Armour +4 Fatigue +8% Resists +12% acid ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 3.0 T3 arrow ammo [Ego] Arcane Power 28.5 - 39.9 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 23 Ranged+ +11 cold +12 temporal On Hit: * 12% chance to gain 10% of a turn (3/turn limit) Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T3 arrow ammo [Rare] Disrupt Power 32.0 - 44.8 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 20 Ranged+ +16 light +12 mind On Hit.r1 +16 light On Hit: * 20% chance to reduce all saves and defense by 27 * 20 arcane resource burn * 15% chance to slow global speed by 54% 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 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 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- 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 (+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. |
![]() 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.(80 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 1.0 T3 lite [Ego+] Arcane/Nature While equipped: ----- def ----- Resists +5% cold +6% temporal Max.HP +48.00 Def/telep +12 Res/telep +14% Dur/telep +15% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 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. |
![]() 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 166 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. |
![]() 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 James Stabington the Cornac Rogue level 20
3rd Decay 122nd year of Ascendancy at 21:27 see stats
By James Stabington the Cornac Rogue level 12
64th Dusk 122nd year of Ascendancy at 18:04 see stats
By James Stabington the Cornac Rogue level 17
70th Haze 122nd year of Ascendancy at 22:55 see stats
By James Stabington the Cornac Rogue level 18
71st Haze 122nd year of Ascendancy at 09:29 see stats
By James Stabington the Cornac Rogue level 24
21st Regrowth 123rd year of Ascendancy at 04:23 see stats
By James Stabington the Cornac Rogue level 21
6th Decay 122nd year of Ascendancy at 05:47 see stats
By James Stabington the Cornac Rogue level 10
55th Dusk 122nd year of Ascendancy at 21:07 see stats
By James Stabington the Cornac Rogue level 20
3rd Decay 122nd year of Ascendancy at 01:47 see stats
By James Stabington the Cornac Rogue level 22
8th Allure 123rd year of Ascendancy at 18:26 see stats
By James Stabington the Cornac Rogue level 11
57th Dusk 122nd year of Ascendancy at 22:39 see stats
By James Stabington the Cornac Rogue level 7
78th Pyre 122nd year of Ascendancy at 15:11 see stats
By James Stabington the Cornac Rogue level 24
76th Regrowth 123rd year of Ascendancy at 18:50 see stats
By James Stabington the Cornac Rogue level 16
37th Haze 122nd year of Ascendancy at 02:06 see stats
By James Stabington the Cornac Rogue level 24
76th Regrowth 123rd year of Ascendancy at 03:19 see stats
By James Stabington the Cornac Rogue level 18
73rd Haze 122nd year of Ascendancy at 00:43 see stats
Log
James Stabington hits James Stabington's Inner Demon for (10 absorbed), 0 physical, (4 absorbed), 0 light (0 total damage).
James Stabington's Inner Demon casts Rune: Shatter Afflictions.
James Stabington's Inner Demon is no longer poisoned.
James Stabington's Inner Demon uses Blinding Powder.
James Stabington loses sight!
James Stabington is disabled.
James Stabington's Inner Demon hits James Stabington for damage.
Something performs a melee critical strike against James Stabington!
James Stabington reacts to an attack from Something, mitigating the blow!.
Something hits James Stabington for (53 reacted , -5 stam), 100 physical, 4 light, 0 arcane (104 total damage).
James Stabington deactivates Blade Flurry.
--------------------------------
James Stabington uses Infusion: Regeneration.
James Stabington starts regenerating health quickly.
Something reflects damage back to James Stabington!
Something hits James Stabington for 2 reflected, 5 reflected (7 total damage).
Bleeding from James Stabington's Inner Demon hits James Stabington for 26 physical damage.
Deadly Poison from James Stabington's Inner Demon hits James Stabington for 27 nature damage.
Something performs a melee critical strike against James Stabington!
James Stabington resists the shadowy cut
James Stabington is crippled.
James Stabington's Heartseeker is disrupted by his wounds!
Something performs a melee critical strike against James Stabington!
James Stabington starts to bleed darkness.
Something misses James Stabington.
James Stabington is afflicted by a crippling illness!
Something hits James Stabington for 20 darkness, 17 physical, 4 light, 40 physical, 5 light, 0 arcane, 23 darkness, 19 physical, 5 light, 42 physical, 6 light, 0 arcane, 36 physical, 6 light, 0 arcane (223 total damage).
Something hits James Stabington for 66 physical damage.
James Stabington the level 25 cornac rogue was squished to death by a James Stabington's Inner Demon on level 1 of Ruined Dungeon.