










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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:
Items Vault 1.7.0Donators/Buyers bonus! 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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 Exploration |
Sex | Female |
Race | Halfling |
Class | Doombringer |
Level / Exp | 17 / 94% |
Size | small |
Lifes / Deaths | Killed by elven corruptor at level 11 on the 6th Dusk 122nd year of Ascendancy at 22:58 / 16Killed by shadow at level 12 on the 21st Dusk 122nd year of Ascendancy at 22:35 Killed by gwelgoroth at level 14 on the 29th Dusk 122nd year of Ascendancy at 04:06 Killed by luminous horror at level 16 on the 7th Decay 122nd year of Ascendancy at 02:38 Killed by luminous horror at level 16 on the 7th Decay 122nd year of Ascendancy at 02:57 Killed by luminous horror at level 16 on the 7th Decay 122nd year of Ascendancy at 03:35 Killed by Cieod the thalore at level 17 on the 11st Regrowth 123rd year of Ascendancy at 00:43 Killed by Slaurdri the halfling at level 17 on the 11st Regrowth 123rd year of Ascendancy at 00:55 Killed by Tefobar the krog at level 17 on the 11st Regrowth 123rd year of Ascendancy at 13:06 Killed by Urowl the krog at level 17 on the 12nd Regrowth 123rd year of Ascendancy at 07:02 Killed by Orgumndo the halfling at level 17 on the 20th Regrowth 123rd year of Ascendancy at 15:40 Killed by Orgumndo the halfling at level 17 on the 20th Regrowth 123rd year of Ascendancy at 15:50 Killed by Haan the halfling at level 17 on the 20th Regrowth 123rd year of Ascendancy at 16:01 Killed by Haan the halfling at level 17 on the 20th Regrowth 123rd year of Ascendancy at 17:35 Killed by Aturankon the krog at level 17 on the 29th Regrowth 123rd year of Ascendancy at 14:50 Killed by Roperor the halfling at level 17 on the 29th Regrowth 123rd year of Ascendancy at 18:10 |
Primary Stats
Strength | 48 (base 44) |
Dexterity | 17 (base 10) |
Constitution | 16 (base 12) |
Magic | 47 (base 33) |
Willpower | 28 (base 10) |
Cunning | 32 (base 11) |
Resources
Life | 372/415 |
Mana | 242/286 |
Stamina | 160/163 |
Vim | 229/229 |
Healing Factor | 1.2545771506545 |
Regeneration | 9.8484306326378 |
Speed
Mental | -10% |
Attack | 0% |
Movement | +12.5% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
See Stealth | 10 |
Offense: Mainhand
Damage | 86 |
Accuracy | 46 |
Crit Chance | 27% |
APR | 6 |
Speed | 1.11 |
Offense: Spell
Spellpower | 21.5 |
Crit Chance | 11% |
Speed | 1 |
Offense: Mind
Mindpower | 28 |
Crit Chance | 11% |
Speed | 1 |
Offense: Damage Bonus
Physical | +12% |
Light | +7% |
Nature | +23% |
Fire | +14% |
Arcane | +12% |
Cold | +10% |
All | +4% |
Offense: Damage Penetration
Blight | +10% |
Defense: Base
Armour (hardiness) | 20 (30%) |
Defense | 18 |
Ranged Defense | 18 |
Fatigue | 15 |
Physical Save | 31 |
Spell Save | 32 |
Mental Save | 28 |
Defense: Resistances
Acid | + 16%( 70%) |
Blight | + 20%( 70%) |
Cold | + 20%( 70%) |
All | 0%( 70%) |
Darkness | + 29%( 70%) |
Light | + 7%( 70%) |
Temporal | + 6%( 70%) |
Lightning | + 11%( 70%) |
Fire | + 36%( 70%) |
Nature | + 56%( 70%) |
Defense: Immunities
Stun Resistance | 29% |
Poison Resistance | 22% |
Instadeath Resistance | 100% |
Inscriptions (3/3)
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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 26% for 4 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: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 136 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
Corruption / Torture | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Shadowflame | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Brutality | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Halfling | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Oppression | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Stone alchemy | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Demonic strength | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Effects
talent | Precise Strikes |
detrimental effect | The target is poisoned, taking 28.63 nature damage per turn. Poison |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved Cunning 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 Shardskin. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * 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 |
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 upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 22. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed electric eel tail. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed wretchling eyeball. 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 orc heart. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within7 lumberjacks have died. | done |
Equipment
On feet | ![]() 2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun dps ---------- Mov.spd +12% ----- def ----- Armour +1 Defense +2 (+2 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." |
Light source | ![]() 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.6 Pwr.cost 25 out of 25/25. Range 6 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 80.00 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 80.00 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. |
On head | ![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +1 Cun +1 Con dps ---------- Res.pen +5% blight ----- def ----- Armour +3 Fatigue +5% Resists +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 97.70 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Wil +3 Cun +2 Con dps ---------- Dmg.mod +11% nature +6% cold ----- def ----- Resists +22% nature Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+4 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Around waist | ![]() 1.0 T3 belt armor [Rare] Arcane While equipped: Stats +3 Wil dps ---------- Crit.mult +5.00% Spell.pwr +5 (+0 eff.) Res.pen +5% blight ----- def ----- Resists +7% light +8% darkness Spell.save +6 (+3 eff.) ---------- misc Max.vim +40.00 A belt that goes around your waist. |
In main hand | ![]() 5.0 T2 greatmaul 2H weapon [Unique] Arcane Power 32.0 - 41.6 Arcane Uses 10% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +8.0% Atk.spd 100% On Crit.r2 +24 arcane silence While equipped: Stats +4 Dex +4 Mag +4 Cun dps ---------- Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +8% arcane +4% all Amethyst: Arcane Imbue the hammer with a gem of your choice. Uses 10 power out of 10/10 This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
On hands | ![]() 1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire Breath: Level 2.0 Pwr.cost 24 out of 24/24. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 182.07 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
Main armor | ![]() 9.0 T3 light armor [Random Unique] Nature/Master While equipped: Stats +2 Wil ----- def ----- Armour +6 Defense +9 (+5 eff.) Fatigue +8% Resists +16% acid +11% darkness +10% blight +18% fire +9% cold HP.reg +4.60 ---------- misc Stam/turn +0.70 Light +2 A suit of armour made of leather. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Crit.mult +5.00% Dmg.mod +3% light ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +11% cold Mind.save +3 (+1 eff.) ---------- misc Max.hate +2.00 Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T2 amulet jewelry [Random Unique] Nature/Disrupt/Master While equipped: Stats +1 Cun +3 Wil dps ---------- Crit.mult +15.00% Mind.pwr +5 (+3 eff.) ----- def ----- Resists +11% lightning +14% nature +10% blight Phys.save +12 (+6 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+6 eff.) Poison- +22% Disease- +26% Stun/Frz- +29% Amulets make your neck look great! |
Inventory
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 5.0 T1 staff 2H weapon [Rare] Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Crit.mult +11.00% Spell.pwr +3 (+0 eff.) Dmg.mod +10% fire Res.pen +10% mind ----- def ----- Resists +6% mind +6% darkness HP.reg +2.00 ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T2 mace 1H weapon [Ego] Arcane Power 16.0 - 22.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Hit.r1 +7 fire Blunt and deadly. |
![]() 1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Str, 55% Dex Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+7 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
![]() 1.0 T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Power 25.0 - 32.5 Physical Uses 50% Dex, 15% Mag, 50% Str 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 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 67.33 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. |
![]() 4.0 T1 longbow 2H weapon Reqs Dex 18 Shoot [Unique] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 105% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+4 eff.) This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
![]() 4.0 T2 longbow 2H weapon Reqs Shoot [Rare] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Ranged+ +4 cold On Hit.r1 +4 cold On Crit.r2 +12 darkness On Hit: * 20% chance to slow global speed by 45% While equipped: Stats +3 Dex dps ---------- Res.pen +5% nature On Hit (Ranged): * 20% chance to slow global speed by 45% Longbows are used to shoot arrows at your foes. |
![]() 3.0 T1 arrow ammo [Rare] Arcane Power 13.0 - 18.2 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 15 Ranged+ +4 lightning +12 arcane On Crit.r2 +12 lightning On Hit: * 25% chance for lightning to strike from the target to a second target dealing 33 damage Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T2 arrow ammo Reqs Dex 18 [Unique] Nature Power 18.0 - 25.2 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
![]() 3.0 T2 shot ammo [Random Unique] Master Power 35.5 - 42.6 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Acc +9 Apr +2 Crit +9.5% Capacity 14 Ranged+ +12 mind On Hit.r1 +16 darkness +16 blight On Crit.r2 +8 mind On Hit: * 20% chance to reduce strength, dexterity, and constitution by 13 On Crit: * Wound the target dealing 185 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 7.0 T1 shield armor Reqs Shield usage training [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+5 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Random Unique] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +7 (+2 eff.) Melee+ 6 fire Res.pen +20% blight Melee Ret 7 fire ----- def ----- Armour +4 Fatigue +8% Resists +3% blight Max.HP +45.00 ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Rare] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Mag +2 Cun +4 Con dps ---------- Mind.crit +3% ----- def ----- Armour +4 Fatigue +8% Resists +12% nature +12% blight ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T3 shield armor Reqs Shield usage training [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 (+11 eff.) Rng.Def +10 (+6 eff.) Fatigue +30% ---------- misc Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
![]() 2.0 T1 cloth armor [Rare] Nature While equipped: dps ---------- Spell.crit +1% Spell.pwr +5 (+0 eff.) Dmg.mod +12% fire Res.pen +15% blight +10% light Melee Ret 2 light ----- def ----- Resists +18% fire +5% arcane +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+0 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+7 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
![]() 9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+3 eff.) Rng.Def +8 (+5 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
![]() 1.0 T1 belt armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +3 (+0 eff.) ----- def ----- Defense +8 (+5 eff.) Mind.save +6 (+3 eff.) Stealth +6 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +1 Dex dps ---------- Mind.pwr +10 (+5 eff.) ----- def ----- Defense +1 (+1 eff.) Max.HP +60.00 Heal.mod +5% Poison- +10% Def/telep +10 Res/telep +10% Dur/telep +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 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 41.76 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 [Rare] Nature While equipped: Stats +1 Cun +2 Str dps ---------- Melee+ 7 cold Dmg.mod +6% physical +4% cold Res.pen +5% physical ----- def ----- Armour +3 Resists +5% cold 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. |
![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun dps ---------- Dmg.mod +11% mind ----- def ----- Defense +1 (+1 eff.) Resists +11% mind ---------- misc Equi/ret +0.12 Hate/m.crit +1.00 Max.psi +10.00 A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Resists +6% lightning +8% temporal +3% mind Phys.save +12 (+6 eff.) Teleport- +10% A pointy cloth hat, very wizardly... |
![]() 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 When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature 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 When used as an alchemist bomb: Lights terrain (power 10) 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 When used as an alchemist bomb: Bomb thrown range +1 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 When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light 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 When used as an alchemist bomb: Mana regain 20 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 When used as an alchemist bomb: Bomb damage +10% 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 (+3 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+3 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) When used as an alchemist bomb: Bomb thrown range +3 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 When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane 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. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 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.(81 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 4 (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 Cun +1 Str dps ---------- Dmg.mod +9% cold Acc +4 (+2 eff.) Melee Ret 2 cold On Hit (Melee): * 20% chance to reduce armor by 23% ----- def ----- Resists +3% acid ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 T1 totem charm [Rare] Nature While equipped: ----- def ----- Defense +5 (+3 eff.) Resists +6% cold +1% physical Poison- +20% Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Achievements
By brian the Halfling Doombringer level 14
44th Dusk 122nd year of Ascendancy at 05:33 see stats
By brian the Halfling Doombringer level 5
78th Pyre 122nd year of Ascendancy at 07:45 see stats
By brian the Halfling Doombringer level 17
8th Decay 122nd year of Ascendancy at 01:49 see stats
By brian the Halfling Doombringer level 10
2nd Dusk 122nd year of Ascendancy at 08:43 see stats
By brian the Halfling Doombringer level 14
29th Dusk 122nd year of Ascendancy at 04:04 see stats
By brian the Halfling Doombringer level 8
3rd Mirth 122nd year of Ascendancy at 23:27 see stats
By brian the Halfling Doombringer level 9
1st Summertide 122nd year of Ascendancy at 13:48 see stats
By brian the Halfling Doombringer level 17
25th Pyre 123rd year of Ascendancy at 12:43 see stats
Log
Burning from Brian hits Snow giant boulder thrower for 6 fire damage.
brian performs a melee critical strike against Snow giant boulder thrower!
You collect a new ingredient: snow giant kidney (1).
Brian's weapon surges with fire!
brian hits Snow giant boulder thrower for 248 arcane damage.
brian killed Snow giant boulder thrower!
Poison from Giant venus flytrap hits brian for 13 nature damage.
Poison from Giant venus flytrap hits brian for 13 nature damage.
Turublek, the repented thief says: 'I am glad I found you.'
Turublek, the repented thief says: 'I am tending to my wounds.'
Brian stops being poisoned.
Talent Burning Sacrifice is ready to use.
Giant venus flytrap uses Spit Poison.
Brian is poisoned!
Giant venus flytrap hits brian for 13 nature damage.
Poison from Giant venus flytrap hits brian for 13 nature damage.
Brian's spell attains critical power!
Snow giant shrugs off brian's 'Burning Shock'!
brian hits Giant venus flytrap for 156 arcane damage.
brian killed Giant venus flytrap!
Brian's is no longer blazing.
Poison from Giant venus flytrap hits brian for 13 nature damage.
Quest 'Escort: repented thief (level 1 of Daikara)' is done! (Press 'j' to see the quest log)