












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Notes to Self 1.7.0Allows you to add notes to a character which will be displayed just after you load it, as a reminder of anything you want to remember next time you play the character. Useful if, like me, you have several characters going at once. The Character Notes dialog is initially bound to Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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:
Inventory Sort Order 1.7.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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.
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:
EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Skeleton |
Class | Adventurer |
Level / Exp | 25 / 7% |
Size | medium |
Lifes / Deaths | Killed by Floodolbu the halfling at level 10 on the 24th Dusk 122nd year of Ascendancy at 06:42 1 / 5Killed by Waruf the halfling at level 10 on the 24th Dusk 122nd year of Ascendancy at 17:01 Killed by elven cultist at level 11 on the 34th Dusk 122nd year of Ascendancy at 05:01 Killed by Polyyath the corrupted plasmic disruptor at level 20 on the 4th Decay 122nd year of Ascendancy at 14:40 Killed by Salodhemira the corrupted acidic digestor at level 21 on the 6th Decay 122nd year of Ascendancy at 13:12 |
Primary Stats
Strength | 91 (base 15) |
Dexterity | 112 (base 55) |
Constitution | 78 (base 20) |
Magic | 35 (base 25) |
Willpower | 60 (base 20) |
Cunning | 86 (base 52) |
Resources
Life | 786/786 |
Mana | 534/534 |
Stamina | 297/297 |
Healing Factor | 1.4125372656298 |
Regeneration | 12.895590300093 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -63.333333333333% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 8 |
See Stealth | 75.039752710619 |
See Invisible | 75.039752710619 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 175 |
Accuracy | 71 |
Crit Chance | 69% |
APR | 25 |
Speed | 1.00 |
Offense: Spell
Spellpower | 15.5 |
Crit Chance | 29% |
Speed | 1 |
Offense: Mind
Mindpower | 50 |
Crit Chance | 37% |
Speed | 1 |
Offense: Damage Bonus
Nature | +15% |
Mind | +12% |
Fire | +21% |
Cold | +11% |
All | +6% |
Offense: Damage Penetration
Acid | +25% |
Lightning | +5% |
Physical | +9% |
Mind | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 15 (61.954438896676%) |
Defense | 64 |
Ranged Defense | 64 |
Fatigue | 0 |
Physical Save | 40 |
Spell Save | 39 |
Mental Save | 42 |
Defense: Resistances
Acid | + 30%( 70%) |
Blight | + 22%( 70%) |
Arcane | + 25%( 70%) |
Cold | + 39%( 70%) |
All | + 14%( 70%) |
Darkness | + 21%( 70%) |
Physical | + 29%( 70%) |
Temporal | + 5%( 70%) |
Lightning | + 30%( 70%) |
Mind | + 22%( 70%) |
Fire | + 45%( 70%) |
Nature | + 17%( 70%) |
Defense: Immunities
Disarm Resistance | 26% |
Bleed Resistance | 100% |
Fear Resistance | 100% |
Teleport Resistance | 0% |
Poison Resistance | 100% |
Instadeath Resistance | 100% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 446 damage for 5 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 120 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 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 22%, your defense is increased by 22 and all your resistances by 22%. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 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 17%, your defense is increased by 17 and all your resistances by 17%. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Biting GaleUse 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 direct a cone of chilling stormwind doing 185.37 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Magic stat. |
Class Talents
Cunning / Stealth | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Tireless Combatant | 1.20 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Archery training | 1.20 |
| 4/5 |
| 2/5 |
| 3/5 |
| 2/5 |
Technique / Archery prowess | 1.20 |
| 3/5 |
| 5/5 |
| 3/5 |
| 3/5 |
Technique / Combat veteran | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Trapping | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Marksmanship | 1.20 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Undead / Skeleton | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Technique / Unarmed training | 1.20 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.20 |
| 5/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Spell / Stone alchemy | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.20 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.20 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.20 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.20 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Arcane talents fail 20% of the time and arcane sustains have a 2.0% chance to deactivate each turn. Antimagic Disruption |
detrimental effect | Zone-wide effect: You seem to be outside the normal spacetime continuum. +10% physical resistance, -10% temporal resistance and -20% teleport resistance. Out of Time Zone |
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Heart of the Gloom. Escort: lost sun paladin (level 2 of Heart of the Gloom)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)As a reward you improved Dexterity by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Norgos Lair. Escort: worried loremaster (level 2 of Norgos Lair)As a reward you improved Dexterity 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 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 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 the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 271. | 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 avoidance. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed chunk of ghoul flesh. * You've found the needed honey tree root. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed xorn fragment. * '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.' You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of serendipity without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats -3 Str +9 Wil +5 Con dps ---------- Crit.mult +10.00% Phys.pwr +6 (+1 eff.) Spell.pwr +8 (+2 eff.) Mind.pwr +8 (+2 eff.) Res.pen +5% lightning +15% mind Melee Ret 8 mind ----- def ----- Armour +3 Rush: Puts all charms on 21 cooldown Level 2.0 Pwr.cost 21 out of 25/25. Range 7 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. A pair of boots made of leather. |
Quiver | ![]() 3.0 T4 arrow ammo [Ego++] Master Power 56.0 - 78.4 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +22.5% Capacity 24 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 244 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. This item has been sent to the Item's Vault. |
Light source | ![]() 2.0 T1 lite [Ego] Master/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +6% mind ---------- misc Light +5 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. |
On head | ![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +6 Cun +3 Dex dps ---------- Res.pen +25% acid ----- def ----- Armour +1 Fatigue +1% Resists +7% fire +7% cold Crit.chn- 10.00% A cap made of leather. |
Tool | ![]() 3.0 T3 digger tool [Random Unique] Arcane/Master While equipped: Stats +11 Str +5 Wil dps ---------- Phys.crit +7.0% Mind.crit +8% Melee Ret 2 temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) On Melee Ret: * 29% chance to reduce strength, dexterity, and constitution by 9 * 26% chance to reduce damage dealt by 25% ----- def ----- Armour +3 Defense +4 (+1 eff.) Fatigue -7% Resists +9% mind +7% physical While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con ----- def ----- Resists +18% acid +17% fire +19% lightning +16% cold Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Ego++] Psionic While equipped: Stats +2 Str +2 Dex +2 Mag +6 Wil +9 Cun +2 Con dps ---------- Mind.pwr +6 (+2 eff.) Melee+ 8 physical Ranged+ 5 physical On Hit (Melee): * 11% chance to reduce all saves and defense by 31 On Hit (Ranged): * 11% chance to reduce all saves and defense by 31 ---------- misc Hate/m.crit +2.00 Max.hate +6.00 Bleeding Edge: Puts all charms on 17 cooldown Level 4.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Dex +4 Mag +4 Cun +6 Lck ----- def ----- Stealth +6 ---------- misc T.Disarm +6 Mana/turn +0.10 Max.mana +20.00 Infravis +3 A belt that goes around your waist. |
In main hand | ![]() 4.0 T3 longbow 2H weapon [Ego] Nature/Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: Stats +5 Dex +5 Con dps ---------- Res.pen +9% physical ---------- misc Masteries +0.15 Wild-gift/Fungus Regenerate 182 life over 5 turns Puts all charms on 17 cooldown Longbows are used to shoot arrows at your foes. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Nature/Disrupt/Master While equipped: Stats +4 Str +4 Wil +3 Con dps ---------- Melee+ 8 cold Dmg.mod +15% fire +9% nature +5% cold Melee Ret 2 nature ----- def ----- Armour +2 Fatigue +3% Resists +8% darkness +3% nature +9% blight +6% cold +13% arcane +12% fire Affinity +6% nature Spell.save +11 (+4 eff.) Disarm- +26% ---------- misc Masteries +0.20 Technique/Grappling +0.20 Wild-gift/Antimagic Unarmed combat: Power 20.5 - 28.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 100% On Crit.r2 +9 ice On Hit: 10% Disarm 3 On Hit: 10% Ice Breath 3 On Crit: 20% Call of the Ooze 2 Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 9.0 T3 light armor [Ego++] Master/Psionic While equipped: Stats +6 Cun +4 Wil dps ---------- Phys.crit +6.0% Spell.crit +3% Mind.crit +3% Crit.mult +12.00% Phys.pwr +6 (+1 eff.) Dmg.mod +6% all ----- def ----- Armour +6 Defense +9 (+2 eff.) Fatigue +8% Mind.save +16 (+6 eff.) A suit of armour made of leather. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +4 Str +2 Dex +1 Wil +2 Cun +4 Con dps ---------- Acc +5 (+2 eff.) ----- 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. |
Around neck | ![]() 0.1 T2 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +4 Dex +1 Mag +4 Cun +4 Con dps ---------- S.pwr/crit +2 Mov.spd +10% ----- def ----- Fatigue -4% HP.reg +1.00 ---------- misc Stam/turn +0.40 Mana/turn +0.17 Max.mana +20.00 Amulets make your neck look great! |
Inventory
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Won't Break Stealth 100% Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 blight, 4 cold, 4 arcane, 2 physical Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+5 eff.) Mind.save -7 (-2 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. |
![]() 0.1 T4 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats +4 Cun +9 Wil dps ---------- Mind.pwr +9 (+3 eff.) On Hit (Melee): * 20% chance to slow global speed by 58% ----- def ----- Resists +3% cold +6% temporal Mind.save +9 (+3 eff.) Confus- +17% ---------- misc Psi/ret +0.08 Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +4 Dex dps ---------- Phys.crit +1.0% Crit.mult +10.00% Dmg.mod +6% lightning Res.pen +5% lightning +5% physical Acc +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% nature ----- def ----- Resists +20% nature Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +3 Cun +4 Mag dps ---------- Spell.pwr +7 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +4 Wil ----- def ----- Mind.save +8 (+3 eff.) Blind- +24% ---------- misc Infravis +4 See.Stealth +7 See.Invis +5 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +2 Str +7 Dex +2 Mag +2 Wil +7 Cun +2 Con dps ---------- Acc +7 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego++] Master/Psionic While equipped: Stats +5 Cun +6 Wil dps ---------- Mind.pwr +7 (+2 eff.) Acc +9 (+3 eff.) Apr +10 ----- def ----- Defense +12 (+3 eff.) Disengage: Puts all charms on 9 cooldown Level 2.4 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 154% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 4.0 T3 longbow 2H weapon [Ego+] Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: Stats +3 Str dps ---------- Phys.pwr +9 (+2 eff.) Res.pen +11% all Acc +11 (+3 eff.) Apr +11 Longbows are used to shoot arrows at your foes. |
![]() 3.0 T2 arrow ammo [Ego+] Arcane/Master Power 29.5 - 41.3 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +10.5% Capacity 19 Ranged+ +8 blight On Hit: * 8% chance to reduce strength, dexterity, and constitution by 9 On Crit: * Wound the target dealing 244 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T3 arrow ammo [Random Unique] Arcane/Psionic Power 33.5 - 46.9 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 21 Rld cld 4 Phasing +20% Ranged+ +15 blight +4 arcane On Hit.r1 +4 arcane On Crit.r2 +20 arcane On Hit: * 15% chance to reduce strength, dexterity, and constitution by 9 * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T4 arrow ammo [Unique] Arcane Power 34.0 - 47.6 Bright light Uses 50% Str, 20% Mag, 60% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +2.0% Capacity 25 Proj.spd +300% On Hit: * 25% chance to blind Shots beam through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. This item has been sent to the Item's Vault. |
![]() 2.0 T1 cloth armor [Cosmetic Item] Arcane/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +2 (+0 eff.) Dmg.mod +11% darkness ----- def ----- Resists +16% darkness +7% all Mind.save +15 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Cosmetic Item] Arcane/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) Dmg.mod +12% darkness ----- def ----- Resists +18% darkness +7% all Mind.save +16 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+1 eff.) Rng.Def +8 (+2 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... |
![]() 9.0 T3 light armor [Ego++] Nature While equipped: dps ---------- Mind.pwr +7 (+2 eff.) ----- def ----- Armour +6 Defense +9 (+2 eff.) Fatigue +8% Resists +9% acid +8% physical +14% fire +12% lightning +8% cold Max.HP +50.00 HP.reg +5.00 Heal.mod +14% A suit of armour made of leather. |
![]() 9.0 T4 light armor [Ego+] Nature/Master While equipped: dps ---------- Melee+ 6 fire Ranged+ 5 fire ----- def ----- Armour +12 Defense +12 (+3 eff.) Fatigue +8% Resists +19% lightning +14% fire +11% physical A suit of armour made of leather. |
![]() 2.0 T1 cloak armor [Cosmetic Item] Master/Psionic While equipped: Stats +1 Dex +3 Wil +1 Cun ----- def ----- Mind.save +7 (+3 eff.) A stylish kruk-style cloak, to look awesome. |
![]() 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() 2.0 T1 feet armor [Ego++] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Phys.crit +4.0% Phys.pwr +3 (+1 eff.) Apr +4 ----- def ----- Armour +1 Disengage: Puts all charms on 13 cooldown Level 2.4 Pwr.cost 13 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 154% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Rare] Nature While equipped: Stats +2 Dex +3 Mag ----- def ----- Armour +1 Resists +9% lightning +5% temporal +6% fire ---------- misc Infravis +2 A pair of boots made of leather. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Str +2 Dex +2 Cun ----- def ----- Armour +1 Fatigue +1% Phys.save +6 (+2 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 8.5 - 11.9 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Acc +3 Apr +3 Crit +7.0% Atk.spd 100% On Hit: 10% Set Up 1 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T3 head armor [Unique] Arcane/Psionic While equipped: Stats +5 Mag +8 Wil +3 Cun dps ---------- Spell.crit +3% Mind.pwr +4 (+1 eff.) Dmg.mod +5% blight +3% fire +10% arcane Melee Ret 10 vim draining blight ----- def ----- Defense +20 (+5 eff.) Resists +6% darkness Knockbk- +10% ---------- misc Max.vim +25.00 Vimsense: Level 2.0 Pwr.cost 21 out of 45/45. Range melee/personal Travel.spd instantaneous Is a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 5% and all saves by 8, but also make them aware of you. The resistance and save reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
![]() 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 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 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 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 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 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 When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+4 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 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 34 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 21 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 64.21 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 64.21 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. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +4 Dex dps ---------- Phys.pwr +4 (+1 eff.) Mov.spd +10% Dmg.mod +3% lightning +9% cold Apr +1 ----- def ----- Armour +2 Defense +10 (+3 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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 168 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 T3 torque charm [Ego] Psionic Blast the opponent's mind dealing 224 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to heal for 56. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 totem charm [Ego+] Nature Sting an enemy dealing 133 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 200 Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 wand charm [Random Unique] Arcane While equipped: Stats +12 Str -12 Dex +2 Wil dps ---------- Mind.pwr +10 (+3 eff.) On Hit (Melee): * 20% chance to slow global speed by 58% ---------- misc Psi/ret +0.04 Fire a magical bolt dealing 242 fire damage Puts all charms on 13 cooldown 100% to increase all damage penetration by 19% for 2 turns. 100% to cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Skul the Former Adventure the Skeleton Adventurer level 17
70th Haze 122nd year of Ascendancy at 07:58 see stats
By Skul the Former Adventure the Skeleton Adventurer level 23
10th Regrowth 123rd year of Ascendancy at 06:48 see stats
By Skul the Former Adventure the Skeleton Adventurer level 18
77th Haze 122nd year of Ascendancy at 11:51 see stats
By Skul the Former Adventure the Skeleton Adventurer level 22
9th Decay 122nd year of Ascendancy at 03:22 see stats
By Skul the Former Adventure the Skeleton Adventurer level 14
54th Dusk 122nd year of Ascendancy at 17:11 see stats
By Skul the Former Adventure the Skeleton Adventurer level 10
7th Dusk 122nd year of Ascendancy at 01:45 see stats
By Skul the Former Adventure the Skeleton Adventurer level 20
4th Decay 122nd year of Ascendancy at 10:22 see stats
By Skul the Former Adventure the Skeleton Adventurer level 16
35th Haze 122nd year of Ascendancy at 03:44 see stats
By Skul the Former Adventure the Skeleton Adventurer level 6
5th Mirth 122nd year of Ascendancy at 00:17 see stats
By Skul the Former Adventure the Skeleton Adventurer level 13
44th Dusk 122nd year of Ascendancy at 14:21 see stats
By Skul the Former Adventure the Skeleton Adventurer level 16
61st Haze 122nd year of Ascendancy at 05:15 see stats
By Skul the Former Adventure the Skeleton Adventurer level 21
6th Decay 122nd year of Ascendancy at 08:26 see stats
By Skul the Former Adventure the Skeleton Adventurer level 5
2nd Mirth 122nd year of Ascendancy at 22:48 see stats
Log
You gain 16.64 gold from the transmogrification of elm wand of lightning storm 'Barkwilder' [power 116] (13 cooldown).
You gain 11.01 gold from the transmogrification of Radiancewire (1 def, 0 armour).
You extract opal from scouring dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)
You gain 8.00 gold from the transmogrification of opal.
You gain 10.00 gold from the transmogrification of Frost Treads (1 def, 4 armour).
You gain 12.46 gold from the transmogrification of Ce'Nygassra (3 def, 2 armour).
You gain 4.06 gold from the transmogrification of verdant woollen robe (0 def, 0 armour).
You gain 3.20 gold from the transmogrification of steady ash longbow of acid.
You gain 4.42 gold from the transmogrification of mighty ash longbow of acid.
You gain 24.99 gold from the transmogrification of ash longbow 'Xeth'.
You gain 5.38 gold from the transmogrification of mighty elm longbow of piercing.
You gain 14.42 gold from the transmogrification of ash vilestaff 'Zanadulen' (15-18 power, 3 apr, darkness element).
You gain 15.65 gold from the transmogrification of Daimestir (15-18 power, 3 apr, darkness element).
You gain 1.76 gold from the transmogrification of potent elm magestaff of might (13-16 power, 2 apr, cold element).
You gain 12.92 gold from the transmogrification of copper ring 'Zubessra'.
You gain 1.56 gold from the transmogrification of blink rune (range 4; phase 11; cd 12).
You gain 1.70 gold from the transmogrification of blink rune (range 3; phase 14; cd 19).
You gain 1.20 gold from the transmogrification of regeneration infusion of the psychic (heal 273; 16 cd).
There is a way to the next level here (press '' or right click to use).
You feel very confident walking into this place.
You have no more inscription slots.
You are now inscribed with Rune: Biting Gale.
Resting starts...
Talent Rune: Biting Gale is ready to use.
Rested for 16 turns (stop reason: all resources and life at maximum).
There is a Temporal Rift here (press '' or right click to use).
Ran for 61 turns (stop reason: at exit).
You enter a zero gravity zone, beware!