











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/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:
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 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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 | Female |
Race | Dwarf |
Class | Bulwark |
Level / Exp | 32 / 1% |
Size | medium |
Lifes / Deaths | Killed by worm that walks at level 16 on the 9th Dearth 122nd year of Ascendancy at 17:34 1 / 5Killed by Ivywe the Blightborn at level 20 on the 6th Loss 122nd year of Ascendancy at 18:33 Killed by greater multi-hued wyrm at level 28 on the 27th Steel 123rd year of Ascendancy at 11:38 Killed by Betosewyn the elven warrior at level 30 on the 32nd Steel 123rd year of Ascendancy at 11:38 Killed by Betosewyn the elven warrior at level 30 on the 32nd Steel 123rd year of Ascendancy at 12:14 |
Antimagic | Follower |
Primary Stats
Strength | 57 (base 51) |
Dexterity | 18 (base 20) |
Constitution | 62 (base 48) |
Magic | 8 (base 10) |
Willpower | 32 (base 26) |
Cunning | 14 (base 10) |
Resources
Life | 1380/1380 |
Stamina | 198/198 |
Equilibrium | 0 |
Healing Factor | 1.5598029716162 |
Regeneration | 28.484025047175 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 2 |
See Invisible | 3 |
Offense: Mainhand
Damage | 85 |
Accuracy | 33 |
Crit Chance | 13% |
APR | 24 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 2.6666666666667 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 28 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +3% |
Light | +10% |
Acid | +9% |
Blight | +5% |
Arcane | +12% |
Fire | +17% |
All | 0% |
Offense: Damage Penetration
Blight | +10% |
Acid | +10% |
Mind | +25% |
Cold | +20% |
Defense: Base
Armour (hardiness) | 90.910334771237 (100%) |
Defense | 20 |
Ranged Defense | 20 |
Fatigue | 38 |
Physical Save | 60 |
Spell Save | 65 |
Mental Save | 36 |
Defense: Resistances
Acid | + 26%( 70%) |
Blight | + 21%( 70%) |
Physical | + 20%( 70%) |
Cold | + 51%( 70%) |
All | + 13%( 70%) |
Lightning | + 21%( 70%) |
Light | + 47%( 70%) |
Mind | + 23%( 70%) |
Darkness | + 30%( 70%) |
Fire | + 50%( 70%) |
Nature | + 30%( 70%) |
Defense: Immunities
Disarm Resistance | 37% |
Confusion Resistance | 43% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 63% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 441 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 26% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 157 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield defense | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Technique / Shield offense | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 3/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 4/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Daunting Presence |
talent | Shield Wall |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | active |
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. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved spell save by +12. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved spell save by +12. | done |
You failed to protect the lost defiler from death by Lisukira the master vampire. Escort: lost defiler (level 6 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved spell save by +12. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved spell save by +12. | done |
You failed to protect the lost sun paladin from death by icy orc wyrmic. Escort: lost sun paladin (level 8 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved Constitution by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 24. | 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. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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! | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Equipment
On feet | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Dmg.mod +6% fire Res.pen +20% mind ----- def ----- Armour +3 Fatigue +2% Resists +3% fire Mind.save +6 (+3 eff.) ---------- misc Equi/ret +0.04 Rush: Puts all charms on 25 cooldown Level 3.9 Pwr.cost 25 out of 25/25. Range 9 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. 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 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.(86 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+3 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
On hands | ![]() 1.0 T4 hands armor [Ego++] Master While equipped: Stats +1 Con ----- def ----- Armour +7 Phys.save +12 (+3 eff.) Spell.save +7 (+2 eff.) Mind.save +15 (+6 eff.) Max.HP +52.00 Disarm- +37% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 5.2 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 36% and provides a 21% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 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. |
On fingers | ![]() 0.1 T3 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +54.00 HP.reg +10.00 Heal.mod +12% Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +9% acid +11% fire Res.pen +10% acid +5% cold ----- def ----- Fatigue -5% Resists +6% acid +22% fire HP.reg +3.00 Stun/Frz- +26% ---------- misc Max.enc +20 Rings make your fingers look great! |
Around neck | ![]() 0.1 T3 amulet jewelry [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Mind.pwr +8 (+4 eff.) Dmg.mod +12% arcane Res.pen +10% blight ----- def ----- Resists +12% mind Spell.save +6 (+2 eff.) Mind.save +8 (+4 eff.) Confus- +13% Knockbk- +10% Amulets make your neck look great! |
In main hand | ![]() 3.0 T3 longsword 1H weapon [Unique] Disrupt It is said perseverance comes hand in hand with dedication. Power 31.0 - 43.4 Physical Uses 20% Wil, 90% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +12.0% Atk.spd 100% Melee+ +15 manaburn arcane On Crit: * restore 7 stamina and equilibrium While equipped: ----- def ----- Armour +3 Resists +3% all Spell.save +18 (+5 eff.) Confus- +30% Stun/Frz- +10% It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The sword symbolizes the krogs committment to their task of fighting against the forces of the arcane. With each slash the krog would endevor to continue, until at last their opponents would fall. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Disrupt While equipped: Stats +1 Cun ----- def ----- Resists +9% acid +9% lightning +6% blight ---------- misc Infravis +2 See.Invis +3 A belt that goes around your waist. |
In off hand | ![]() 7.0 T2 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 25.0 - 35.0 Physical Uses 150% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +60 While equipped: ----- def ----- Armour +10 Defense +9 (+5 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +3% lightning Res.pen +5% mind ----- def ----- Defense +7 (+4 eff.) Resists +9% light Phys.save +5 (+1 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. |
Main armor | ![]() 17.0 T3 massive armor Reqs Massive armour training [Random Unique] Master While equipped: dps ---------- Res.pen +15% cold Melee Ret 2 blight 2 cold On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Armour +11 Fatigue +22% Resists +3% blight +8% physical +24% cold +18% fire Phys.save +16 (+4 eff.) A suit of armour made of metal plates. |
Inventory
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Wil dps ---------- Phys.crit +2.0% Crit.mult +5.00% Acc +5 (+3 eff.) ----- def ----- Resists +12% fire +10% cold Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 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 183 (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. |
![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+2 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet. |
![]() 0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Dex +4 Mag -6 Wil +6 Cun +6 Con dps ---------- Spell.pwr +15 (+4 eff.) S.pwr/crit +10 Melee+ 15 light Ranged+ 16 light Dmg.mod +13% light +6% blight Acc +8 (+4 eff.) ----- def ----- Max.HP +31.00 Disarm- +20% Pinning- +22% Knockbk- +25% Rings make your fingers look great! |
![]() 3.0 T4 longsword 1H weapon [Unique] Psionic/Unknown Power 47.0 - 65.8 Physical Uses 10% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +20 Crit +7.0% Atk.spd 100% On Hit: * torments the target with many mental effects On Kill: * reduces mental save penalty While equipped: dps ---------- Mind.pwr +9 (+4 eff.) Dmg.mod +8% mind ----- def ----- Mind.save -30 (-15 eff.) The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
![]() 3.0 T1 mace 1H weapon [Rare] Master Power 17.5 - 24.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +5 (+2 eff.) Dmg.mod +9% lightning +3% acid ----- def ----- Resists +3% acid Blunt and deadly. |
![]() 3.0 T3 mace 1H weapon [Rare] Arcane Power 29.5 - 41.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Hit.r1 +14 fire While equipped: ----- def ----- Defense +10 (+5 eff.) Resists +3% blight +4% physical Crit.chn- 10.00% Spell.save +18 (+5 eff.) Mind.save +18 (+7 eff.) HP.reg +4.00 Blunt and deadly. |
![]() 3.0 T3 mace 1H weapon [Ego++] Master Power 27.0 - 37.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: Stats +3 Str dps ---------- Dmg.mod +8% physical Res.pen +8% physical Acc +15 (+7 eff.) Apr +8 Blunt and deadly. |
![]() 3.0 T4 waraxe 1H weapon [Random Unique] Nature/Psionic Power 31.0 - 43.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +16 nature On Crit.r2 +16 acid +27 nature On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Res.pen +17% acid +7% nature Apr +8 ----- def ----- Resists +3% acid +9% fire +3% lightning One-handed war axes. |
![]() 3.0 T4 waraxe 1H weapon [Ego+] Master Power 30.5 - 42.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% While equipped: Stats +3 Dex dps ---------- Phys.spd +10% Acc +9 (+5 eff.) One-handed war axes. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Ego++] Arcane When used to Attack: Power 29.0 - 34.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +78 Melee+ +12 light +13 darkness On Hit: * reduce the cooldown of your ward talent by 1 While equipped: Stats +2 Cun +2 Mag dps ---------- Dmg.mod +12% light +12% darkness ----- def ----- Armour +6 Fatigue +8% Resists +15% light +10% darkness ---------- misc Wards +4 lightning +6 temporal +4 darkness +5 fire +4 nature +5 blight +3 cold +4 arcane +4 light Talents +1 Ward +1 Block Handheld deflection devices. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +2 Mag dps ---------- Phys.pwr +3 (+1 eff.) Res.pen +5% cold ----- def ----- Resists +3% fire Spell.save +6 (+2 eff.) ---------- misc Light +3 Size +1 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Crit.mult +5.00% Melee Ret 8 mind 2 fire ----- def ----- Defense +1 (+1 eff.) Resists +3% light A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 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." |
![]() 0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+2 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 42.85 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
![]() 1.0 T2 hands armor [Rare] Disrupt While equipped: Stats +3 Str +1 Mag dps ---------- On Hit (Melee): * 20% chance to reduce armor by 7% On Melee Ret: * 15 arcane resource burn ----- def ----- Armour +2 Resists +15% acid Spell.save +11 (+3 eff.) 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. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Str +2 Dex dps ---------- Melee+ 9 lightning Dmg.mod +6% lightning +9% fire Res.pen +5% darkness Acc +10 (+5 eff.) Melee Ret 2 darkness ----- def ----- Armour +6 Fatigue +3% Resists +7% lightning 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 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% physical ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +6% temporal +6% cold Spell.save +12 (+3 eff.) A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Melee Ret 2 acid On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +1 Fatigue +1% Resists +5% lightning +6% temporal A cap made of leather. |
![]() 2.0 T3 head armor [Random Unique] Arcane/Psionic While equipped: Stats +12 Str -12 Mag dps ---------- Mind.crit +2% Mind.pwr +7 (+3 eff.) Dmg.mod +12% darkness +8% physical ----- def ----- Armour +6 Defense +2 (+1 eff.) Resists +9% darkness +8% physical Crit.chn- 15.00% Shield.pwr +5% HP.reg +2.60 Poison- +20% ---------- misc Max.hate +8.00 Infravis +5 See.Stealth +9 See.Invis +6 Circle of Warding: (Instant) Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 4% and attempts to push all creatures other than yourself out of its radius, inflicting 0.79 light damage and 0.72 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Unique] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+6 eff.) Dmg.mod +10% mind Melee Ret 12 mind Psychic Lobotomy: Level 3.0 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Is a mind power Description: Inflicts 64.66 mind damage and cripples the target's higher mental functions, reducing cunning by 8 and confusing (24% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: ----- def ----- Armour +4 Fatigue +4% Resists +8% lightning +8% temporal +6% darkness +3% physical Die.at -20.00 life Disease- +20% ---------- misc Light +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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 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 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 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. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +1 Mag dps ---------- Crit.mult +10.00% Melee Ret 2 blight ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Light +3 See.Stealth +5 See.Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +3 Con dps ---------- Res.pen +10% darkness ----- def ----- Armour +2 Max.HP +42.00 ---------- misc Stam/turn +1.00 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 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 2 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Str +3 Mag +2 Con dps ---------- Dmg.mod +3% darkness ----- def ----- Fatigue -4% ---------- misc See.Invis +6 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 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. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 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 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 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 251/400 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. |
Achievements
By looce the Dwarf Bulwark level 16
19th Dearth 122nd year of Ascendancy at 10:40 see stats
By looce the Dwarf Bulwark level 21
4th Shortage 122nd year of Ascendancy at 03:45 see stats
By looce the Dwarf Bulwark level 18
5th Loss 122nd year of Ascendancy at 13:28 see stats
By looce the Dwarf Bulwark level 31
3rd Gold 123rd year of Ascendancy at 05:34 see stats
By looce the Dwarf Bulwark level 30
35th Steel 123rd year of Ascendancy at 06:53 see stats
By looce the Dwarf Bulwark level 10
25th Profit 122nd year of Ascendancy at 03:55 see stats
By looce the Dwarf Bulwark level 20
6th Loss 122nd year of Ascendancy at 10:23 see stats
By looce the Dwarf Bulwark level 30
32nd Steel 123rd year of Ascendancy at 04:58 see stats
By looce the Dwarf Bulwark level 28
27th Steel 123rd year of Ascendancy at 23:56 see stats
By looce the Dwarf Bulwark level 5
18th Voratun 122nd year of Ascendancy at 10:17 see stats
By looce the Dwarf Bulwark level 27
24th Steel 123rd year of Ascendancy at 20:52 see stats
By looce the Dwarf Bulwark level 17
4th Loss 122nd year of Ascendancy at 15:46 see stats
By looce the Dwarf Bulwark level 28
28th Steel 123rd year of Ascendancy at 18:12 see stats
Log
looce repels an attack from Gavena the eternal bone giant.
You are yanked out of this place!
Looce instinctively hardens her skin and ignores the attack!
looce repels an attack from Gavena the eternal bone giant.
Looce is afflicted by a crippling illness!
Melee retaliation hits Gavena the eternal bone giant for 5 blight, 1 blight, 1 cold (7 total damage).
Gavena the eternal bone giant hits looce for 6 blight, 7 blight, 19 darkness, 3 healing (32 total damage) [3 healing].
You gain 8.28 gold from the transmogrification of rejuvenating steel mail armour of fire resistance (2 def, 6 armour).
You gain 1.52 gold from the transmogrification of hardened leather armour of spell shielding (9 def, 6 armour).
You gain 0.74 gold from the transmogrification of spellwoven cashmere robe (0 def, 0 armour).
You gain 1.80 gold from the transmogrification of chilling dwarven-steel dagger of massacre (29-38 power, 7 apr).
You gain 3.24 gold from the transmogrification of balanced dwarven-steel dagger (18-23 power, 7 apr).
You gain 4.41 gold from the transmogrification of balanced dwarven-steel greatsword of massacre (42-68 power, 2 apr).
You gain 0.95 gold from the transmogrification of dwarven-steel greatmaul of massacre (54-81 power, 2 apr).
You gain 3.75 gold from the transmogrification of balanced steel greatmaul of massacre (38-56 power, 2 apr).
You gain 4.47 gold from the transmogrification of yew magestaff of breaching (20-24 power, 4 apr, cold element).
You gain 25.00 gold from the transmogrification of Mirror Image Rune (dur 6; cd 24).
There is a A gate into Last Hope's graveyard here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Looce is free from the illness.
Looce is no longer attuned.
Today is the 19th Stralite of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:53.