Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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:
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.
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:
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 Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Female |
Race | Cornac |
Class | Marauder |
Level / Exp | 20 / 73% |
Size | medium |
Lifes / Deaths | Killed by thief at level 20 on the 69th Dusk 122nd year of Ascendancy at 19:22 3 / 3Killed by rogue at level 20 on the 69th Dusk 122nd year of Ascendancy at 19:51 Killed by Camille at level 20 on the 69th Dusk 122nd year of Ascendancy at 20:31 |
Primary Stats
Strength | 59 (base 36) |
Dexterity | 40 (base 38) |
Constitution | 37 (base 12) |
Magic | 12 (base 10) |
Willpower | 31 (base 14) |
Cunning | 24 (base 22) |
Resources
Life | 647/647 |
Stamina | 230/230 |
Healing Factor | 1.4241015905906 |
Regeneration | 10.751967008959 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -58.333333333333% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 26.963832591226 |
See Invisible | 38.963832591226 |
Offense: Mainhand
Damage | 95 |
Accuracy | 44 |
Crit Chance | 33% |
APR | 27 |
Speed | 1.00 |
Offense: Offhand
Damage | 44 |
Accuracy | 44 |
Crit Chance | 32% |
APR | 28 |
Speed | 1.00 |
Offense: Spell
Spellpower | 12 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +3% |
Light | +28% |
Temporal | +6% |
Lightning | +15% |
All | 0% |
Offense: Damage Penetration
Physical | +6% |
Cold | +5% |
Temporal | +10% |
Defense: Base
Armour (hardiness) | 12 (30%) |
Defense | 24 |
Ranged Defense | 24 |
Fatigue | 9 |
Physical Save | 26 |
Spell Save | 15 |
Mental Save | 23 |
Defense: Resistances
Lightning | + 57%( 70%) |
Light | + 35%( 70%) |
Temporal | + 18%( 70%) |
Mind | + 18%( 70%) |
Physical | + 12%( 70%) |
Fire | + 18%( 70%) |
All | + 7%( 70%) |
Defense: Immunities
Stun Resistance | 56% |
Bleed Resistance | 20% |
Confusion Resistance | 46% |
Instadeath Resistance | 100% |
Disarm Resistance | 22% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 248 damage for 6 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 511% 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 Constitution stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Bloodthirst | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Duelist | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Battle tactics | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Technique / Thuggery | 1.30 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.30 |
| 1/5 |
| 3/5 |
| 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. | 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 grave | active |
You successfully escorted the lost defiler to the recall portal on level 2 of Norgos Lair. Escort: lost defiler (level 2 of Norgos Lair)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 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. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed honey tree root. * '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.' * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' 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 skeleton mage skull. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed bear paw. | 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 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. | active |
Equipment
On feet | Camafang the Blindrupture (0 def, 3 armour) Camafang the Blindrupture (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Mov.spd +25% Dmg.mod +3% darkness Res.pen +5% temporal Melee Ret 4 temporal ----- def ----- Armour +3 Fatigue +2% Resists +6% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | pouch of iron shots of accuracy (21/21, 16-19 power, 1 apr) pouch of iron shots of accuracy (21/21, 16-19 power, 1 apr)3.0 T1 shot ammo [Ego] Master Power 16.0 - 19.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Acc +5 Apr +1 Crit +4.0% Capacity 21 Shots are used with slings to pummel your foes to death. |
Light source | Summertide Phial Summertide Phial1.0 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.(85 power, based on Willpower). Uses 7 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | bladed dwarven-steel helm of strength (+6) (0 def, 4 armour) bladed dwarven-steel helm of strength (+6) (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +6 Str ----- def ----- Armour +4 Fatigue +4% Skullcr.mult +2 Skullcracker: Puts all charms on 13 cooldown Level 3.9 Pwr.cost 13 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 156.9 Physical damage. If the attack hits, the target is confused (37% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Cyrilraseba the Lighttouch (0 def, 1 armour) Cyrilraseba the Lighttouch (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +3 Wil +3 Con dps ---------- Dmg.mod +18% light ----- def ----- Armour +1 Fatigue +1% Resists +15% lightning +12% fire Disarm- +22% ---------- misc Masteries +0.20 Technique/Grappling 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. |
Tool | extending steel torque of psionic shield [power 45] (17 cooldown) extending steel torque of psionic shield [power 45] (17 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 45 for 5 turns Puts all charms on 17 cooldown 100% to increase the duration of 1 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | Tihor the steel ring Tihor the steel ring0.1 T2 ring jewelry [Rare] Master While equipped: Stats +2 Cun +4 Str dps ---------- Dmg.mod +6% temporal Res.pen +5% temporal ----- def ----- Crit.chn- 15.00% HP.reg +3.00 Stun/Frz- +24% Def/telep +15 Res/telep +15% Dur/telep +15% Rings make your fingers look great! |
On fingers | gold ring 'Turechik' gold ring 'Turechik'0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +2 Dex +2 Mag +1 Wil +2 Con dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +30% lightning +3% mind ---------- misc See.Invis +12 Rings make your fingers look great! |
Around neck | steel amulet 'Islildawyn' steel amulet 'Islildawyn'0.1 T2 amulet jewelry [Rare] Psionic While equipped: Stats +1 Wil dps ---------- Mind.pwr +7 (+3 eff.) ----- def ----- Resists +3% lightning +1% physical +9% mind Mind.save +7 (+3 eff.) Max.HP +80.00 Cut- +20% Confus- +14% Amulets make your neck look great! |
In main hand | Rimecutter the dwarven-steel waraxe (30-42 power, 4 apr) Rimecutter the dwarven-steel waraxe (30-42 power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Master Power 30.0 - 42.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +2 Str dps ---------- Phys.crit +7.0% Res.pen +5% cold ----- def ----- Resists +3% physical One-handed war axes. |
Around waist | rough leather belt 'Salinn' rough leather belt 'Salinn'1.0 T1 belt armor [Rare] Nature While equipped: Stats +3 Str +4 Con dps ---------- On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 7 ----- def ----- Resists +6% lightning +6% temporal +1% physical Die.at -20.00 life ---------- misc Max.stam +10.00 A belt that goes around your waist. |
In off hand | truestriking iron dagger of enduring (10-13 power, 5 apr) truestriking iron dagger of enduring (10-13 power, 5 apr)1.0 T1 dagger 1H weapon [Ego++] Nature/Master Power 10.0 - 13.0 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% While equipped: Stats +6 Con +7 Wil dps ---------- Res.pen +6% physical Acc +7 (+2 eff.) Apr +6 ----- def ----- Max.HP +21.00 Sharp, short and deadly. |
Cloak | linen cloak of the hunter (1 def, 0 armour) linen cloak of the hunter (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Nature While equipped: dps ---------- Acc +15 (+5 eff.) ----- def ----- Defense +1 (+0 eff.) Fatigue -5% Max.HP +45.00 ---------- misc Max.stam +11.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | troll-hide cured leather armour of Toknor (6 def, 4 armour) troll-hide cured leather armour of Toknor (6 def, 4 armour)9.0 T2 light armor [Ego++] Nature/Master While equipped: dps ---------- Phys.crit +3.0% Crit.mult +11.00% Phys.pwr +6 (+2 eff.) ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Max.HP +32.00 HP.reg +4.30 Heal.mod +12% A suit of armour made of leather. |
Inventory
movement infusion of the titan (speed 535%; cd 17) movement infusion of the titan (speed 535%; cd 17)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 535% 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 Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 18%; magical; dur 3; cd 10) wild infusion of the wizard (res 18%; magical; dur 3; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd 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 18% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Fanged Collar Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+8 eff.) Spell.save +15 (+10 eff.) Mind.save -7 (-4 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
copper amulet of mastery (0.13 Cunning / Survival) copper amulet of mastery (0.13 Cunning / Survival)0.1 T1 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.13 Cunning/Survival Amulets make your neck look great! |
grounding copper amulet of strength (+3) grounding copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +12% lightning Stun/Frz- +22% Amulets make your neck look great! |
insulating steel amulet of willpower (+4) insulating steel amulet of willpower (+4)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Wil ----- def ----- Resists +11% fire +10% cold Amulets make your neck look great! |
Blastlord Blastlord0.1 T1 ring jewelry [Rare] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +6 (+2 eff.) ----- def ----- Armour +6 Defense +5 (+2 eff.) Resists +6% lightning +6% temporal +6% nature Stun/Frz- +10% Teleport- +10% Rings make your fingers look great! |
Ce'Nyldawen Ce'Nyldawen0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- Resists +3% light +3% lightning Phys.save +9 (+5 eff.) Max.HP +20.00 Rings make your fingers look great! |
Ulfovor the Tempestward Ulfovor the Tempestward0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +2 Dex +3 Con dps ---------- Dmg.mod +12% lightning Apr +4 ----- def ----- Armour +2 Resists +30% lightning Rings make your fingers look great! |
copper ring of perseverance copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +1.00 Stun/Frz- +22% Rings make your fingers look great! |
savior's steel ring of perseverance savior's steel ring of perseverance0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +7 (+4 eff.) Spell.save +6 (+5 eff.) Mind.save +9 (+4 eff.) HP.reg +2.00 Stun/Frz- +20% Rings make your fingers look great! |
steel ring 'Cyrivea' steel ring 'Cyrivea'0.1 T2 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +10% mind Res.pen +10% blight +25% arcane On Hit (Melee): * 20% chance to reduce armor by 17% ----- def ----- Resists +10% mind Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/turn +0.08 Mana/s.crit +2.00 Rings make your fingers look great! |
titan's copper ring of nature (+22%) titan's copper ring of nature (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +11% nature ----- def ----- Resists +22% nature Phys.save +4 (+2 eff.) Rings make your fingers look great! |
flaming iron dagger of paradox (10-14 power, 5 apr) flaming iron dagger of paradox (10-14 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Arcane Power 10.5 - 13.7 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +6 temporal On Hit.r1 +6 fire While equipped: ----- def ----- Resists +6% temporal Sharp, short and deadly. |
iron dagger (10-14 power, 5 apr) iron dagger (10-14 power, 5 apr)1.0 T1 dagger 1H weapon [Normal] Power 10.5 - 13.7 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
iron dagger (9-12 power, 5 apr) iron dagger (9-12 power, 5 apr)1.0 T1 dagger 1H weapon [Normal] Power 9.0 - 11.7 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
iron dagger 'Pusmaim' (10-13 power, 5 apr) iron dagger 'Pusmaim' (10-13 power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Psionic Power 10.0 - 13.0 Physical Uses 50% Dex, 50% Str Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +12 light +8 nature +7 mind On Hit: * 11% chance to reduce all saves and defense by 20 While equipped: Stats +2 Cun +2 Wil dps ---------- Dmg.mod +3% nature Res.pen +5% light ----- def ----- Resists +3% nature Sharp, short and deadly. |
Skullcleaver (20-28 power, 4 apr) Skullcleaver (20-28 power, 4 apr)3.0 T1 waraxe 1H weapon [Unique] Arcane Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
arcing iron waraxe of daylight (12-17 power, 2 apr) arcing iron waraxe of daylight (12-17 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Arcane Power 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +6 light Against +5% Undead On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage One-handed war axes. |
Maluradur the Splendourlash (6 def, 0 armour) Maluradur the Splendourlash (6 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Con dps ---------- Res.pen +25% physical Melee Ret 2 light ----- def ----- Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) ---------- misc Stam/turn +1.00 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. |
linen cloak (1 def, 0 armour) linen cloak (1 def, 0 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. |
resilient linen cloak of Eldoral (1 def, 0 armour) resilient linen cloak of Eldoral (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +1 Cun +1 Dex ----- def ----- Defense +1 (+0 eff.) Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)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 13 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. |
scholar's pair of iron boots (0 def, 3 armour) scholar's pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Arcane While equipped: dps ---------- Spell.pwr +4 (+4 eff.) ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)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. |
iron gauntlets 'Lisythra' (0 def, 1 armour) iron gauntlets 'Lisythra' (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Dex dps ---------- Acc +11 (+3 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +3% blight +3% physical HP.reg +2.00 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. |
rough leather gloves (0 def, 1 armour) rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron helm (0 def, 3 armour) iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm (0 def, 3 armour) iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat 'Shinehack' (1 def, 0 armour) linen wizard hat 'Shinehack' (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +11% nature Acc +15 (+5 eff.) ----- def ----- Defense +1 (+0 eff.) Resists +16% nature Phys.save +3 (+2 eff.) ---------- misc Light +1 A pointy cloth hat, very wizardly... |
Beramarig (7 def, 8 armour) Beramarig (7 def, 8 armour)14.0 T1 heavy armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +8 Defense +7 (+3 eff.) Fatigue +12% Resists +9% lightning +16% cold Silence- +10% A suit of armour made of mail. |
Burnblood (3 def, 2 armour) Burnblood (3 def, 2 armour)9.0 T1 light armor [Rare] Master While equipped: dps ---------- Res.pen +5% fire ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +6% acid +16% cold HP.reg +4.00 A suit of armour made of leather. |
enlightening cured leather armour of the deep (6 def, 6 armour) enlightening cured leather armour of the deep (6 def, 6 armour)9.0 T2 light armor [Ego++] Nature/Psionic While equipped: Stats +4 Cun +4 Wil ----- def ----- Armour +6 Defense +6 (+3 eff.) Fatigue +7% Resists +6% acid +7% cold Mind.save +13 (+6 eff.) ---------- misc Breathe water A suit of armour made of leather. |
hardened leather armour 'Oozewrack' (9 def, 7 armour) hardened leather armour 'Oozewrack' (9 def, 7 armour)9.0 T3 light armor [Rare] Nature While equipped: dps ---------- Dmg.mod +15% nature Res.pen +5% nature Melee Ret 4 lightning 2 cold ----- def ----- Armour +7 Defense +9 (+4 eff.) Fatigue +8% Resists +7% acid +8% cold +12% lightning ---------- misc Breathe water A suit of armour made of leather. |
rough leather armour (3 def, 2 armour) rough leather armour (3 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
iron plate armour 'Fulynik' (5 def, 7 armour) iron plate armour 'Fulynik' (5 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training [Rare] Master While equipped: dps ---------- Phys.pwr +10 (+4 eff.) Acc +5 (+1 eff.) Melee Ret 2 physical ----- def ----- Armour +7 Defense +5 (+2 eff.) Fatigue +22% Resists +2% physical +16% fire A suit of armour made of metal plates. |
onyx onyx0.0 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. |
3 aquamarine 3 aquamarine0.0 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. |
2 opal 2 opal0.0 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. |
5 topaz 5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 spinel 3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Planar Beacon Planar Beacon1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 17 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 47.64 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 47.64 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
brass lantern brass lantern2.0 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. |
The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (3/3) Rod of Recall (3/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 131 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. |
Transmogrification Chest Transmogrification Chest2.0 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. |
Serpenttorrent the steel torque of clear mind [power 2] (17 cooldown) Serpenttorrent the steel torque of clear mind [power 2] (17 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +5 Str +1 Dex dps ---------- On Hit (Melee): * 20% chance to slow global speed by 46% ---------- misc Infravis +1 See.Invis +3 Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 17 cooldown Torques are made by powerful psionics to store psionic powers. |
iron torque of psionic shield [power 25] (17 cooldown) iron torque of psionic shield [power 25] (17 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 17 cooldown Torques are made by powerful psionics to store psionic powers. |
soothing iron torque of mindblast [power 100] (10 cooldown) soothing iron torque of mindblast [power 100] (10 cooldown)2.0 T1 torque charm [Ego+] Psionic Blast the opponent's mind dealing 100 mind damage and silencing them for 4 turns Puts all charms on 10 cooldown 100% to heal for 34. Torques are made by powerful psionics to store psionic powers. |
soothing ash totem of healing [power 176] (10 cooldown) soothing ash totem of healing [power 176] (10 cooldown)2.0 T2 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 176 Puts all charms on 10 cooldown 100% to heal for 30. Natural totems are made by powerful wilders to store nature power. |
amethyst amethyst0.0 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. |
soothing elm wand of clairvoyance [power 9] (10 cooldown) soothing elm wand of clairvoyance [power 9] (10 cooldown)2.0 T1 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 9, power 36 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 10 cooldown 100% to heal for 30. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 ametrine 2 ametrine0.0 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. |
citrine citrine0.0 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. |
4 zircon 4 zircon0.0 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 Camille the Cornac Marauder level 20
50th Dusk 122nd year of Ascendancy at 22:09 see stats
By Camille the Cornac Marauder level 10
6th Mirth 122nd year of Ascendancy at 09:21 see stats
By Camille the Cornac Marauder level 20
50th Dusk 122nd year of Ascendancy at 18:50 see stats
By Camille the Cornac Marauder level 8
5th Mirth 122nd year of Ascendancy at 04:43 see stats
By Camille the Cornac Marauder level 18
44th Dusk 122nd year of Ascendancy at 21:22 see stats
By Camille the Cornac Marauder level 20
69th Dusk 122nd year of Ascendancy at 20:31 see stats
Log
Rogue deactivates Stealth.
Rogue performs a melee critical strike against Camille!
Rogue performs a melee critical strike against Camille!
Rogue hits Camille for 52 physical, 27 physical (80 total damage).
Rogue hits Camille for 45 physical, 23 physical (68 total damage).
Camille hits Lisuth the bandit lord for 144 physical, 12 light, 37 physical, 13 light, 92 physical, 13 light, 80 physical, 13 light, 71 physical, 13 light (487 total damage).
Camille hits Thief for 14 light, 14 light, 14 light, 14 light, 14 light (69 total damage).
Camille hits Bandit for 14 light, 14 light, 14 light, 14 light, 14 light (69 total damage).
Camille hits Thief for 14 light, 14 light, 14 light, 14 light, 14 light (69 total damage).
Camille hits Bandit for 14 light, 14 light, 14 light, 14 light, 14 light (69 total damage).
Melee retaliation hits Rogue for 4 temporal, 4 temporal (8 total damage).
Melee retaliation hits Thief for 3 temporal, 3 temporal (5 total damage).
Melee retaliation hits Rogue for 4 temporal, 4 temporal (8 total damage).
Thief hits Camille for (17 parried), 22 physical, (17 parried), 11 physical, 6 nature (39 total damage).
Camille the level 20 cornac marauder was tortured to death by a rogue on level 2 of Unknown tunnels.
Camille no longer revels in blood quite so much.
You have 3 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Thief killed Camille!
Saving game...
Talent Flurry is ready to use.
Talent Vitality is ready to use.
Talent Rune: Shielding is ready to use.
Ran for 5 turns (stop reason: interesting character).
Saving done.
Personal New Achievement: Utterly Destroyed (Nightmare (Adventure) difficulty)!