











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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 1.7.6Donators/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:
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 | Insane Roguelike |
Sex | Male |
Race | Cornac |
Class | Marauder |
Level / Exp | 22 / 0% |
Size | medium |
Lifes / Deaths | Killed by Betholena the black bear at level 22 on the 18th Haze 122nd year of Ascendancy at 10:10 / 1 |
Primary Stats
Strength | 33 (base 25) |
Dexterity | 49 (base 34) |
Constitution | 30 (base 20) |
Magic | 17 (base 10) |
Willpower | 32 (base 10) |
Cunning | 58 (base 33) |
Resources
Life | -152/661 |
Stamina | 125/274 |
Healing Factor | 1.4392147729954 |
Regeneration | 17.918223923792 |
Speed
Mental | +2.2204460492503E-14% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 2 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 48 |
Accuracy | 54 |
Crit Chance | 23% |
APR | 32 |
Speed | 1.00 |
Offense: Offhand
Damage | 35 |
Accuracy | 54 |
Crit Chance | 25% |
APR | 35 |
Speed | 1.00 |
Offense: Spell
Spellpower | 10.5 |
Crit Chance | 15% |
Speed | 1 |
Offense: Mind
Mindpower | 38 |
Crit Chance | 16% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +12% |
Physical | +12% |
Nature | +10% |
Lightning | +47% |
Arcane | +3% |
Fire | +8% |
All | 0% |
Offense: Damage Penetration
Physical | +21% |
Acid | +21% |
Lightning | +11% |
Darkness | +11% |
Cold | +11% |
Arcane | +11% |
Fire | +21% |
All | +6% |
Defense: Base
Armour (hardiness) | 9 (38.594633868923%) |
Defense | 50 |
Ranged Defense | 50 |
Fatigue | 0 |
Physical Save | 31 |
Spell Save | 41 |
Mental Save | 44 |
Defense: Resistances
Acid | + 22%( 70%) |
Blight | + 26%( 70%) |
Physical | + 28%( 70%) |
Cold | + 31%( 70%) |
All | + 19%( 70%) |
Lightning | + 41%( 70%) |
Temporal | + 25%( 70%) |
Darkness | + 22%( 70%) |
Fire | + 29%( 70%) |
Nature | + 31%( 70%) |
Defense: Immunities
Stun Resistance | 59% |
Instadeath Resistance | 100% |
Confusion Resistance | 56% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 282 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 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 23% 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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 145 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 513% 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 Strength stat. |
Class Talents
Technique / Duelist | 1.30 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Tactical | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Throwing knives | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Technique / Thuggery | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| 1/5 |
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. | 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 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * 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 |
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 wretchling eyeball. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * '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.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed orc heart. * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * You've found the needed length of troll intestine. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed ice ant stinger. | 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 within6 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Dex +3 Con dps ---------- Crit.mult +15.00% Apr +4 ----- def ----- Armour +4 Fatigue +3% Resists +2% physical HP.reg +5.00 Heal.mod +11% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 T1 lite [Rare] Disrupt While equipped: dps ---------- Phys.pwr +20 (+7 eff.) ----- def ----- Resists +3% acid +1% physical +6% fire +9% lightning +3% all Spell.save +6 (+2 eff.) Max.HP +20.00 ---------- 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. |
On head | ![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +2 Str +3 Wil dps ---------- Dmg.mod +27% lightning +6% physical Res.pen +15% physical ----- def ----- Armour +3 Defense +10 (+3 eff.) Fatigue +3% Phys.save +6 (+3 eff.) Mind.save +7 (+3 eff.) ---------- misc Light +1 A cap made of leather. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Nature/Psionic While equipped: Stats +3 Cun dps ---------- Melee+ 7 lightning 5 fire Dmg.mod +14% lightning +5% fire ----- def ----- Armour +2 Fatigue +3% Resists +6% lightning +6% fire HP.reg +1.00 ---------- misc Stam/turn +0.80 Max.stam +16.00 Max.hate +4.00 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. |
Tool | ![]() 2.0 T1 torque charm [Rare] Psionic While equipped: Stats +3 Cun ----- def ----- Mind.save +18 (+6 eff.) ---------- misc Max.psi +20.00 Infravis +2 Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase the duration of 2 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +4 Dex +5 Wil +12 Cun dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +3% arcane Res.pen +5% arcane Acc +5 (+2 eff.) ----- def ----- Defense +6 (+2 eff.) Resists +15% cold Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Master While equipped: Stats +5 Str +7 Con dps ---------- Phys.pwr +8 (+3 eff.) Dmg.mod +6% lightning +3% fire Res.pen +5% lightning ----- def ----- Resists +12% lightning Spell.save +11 (+3 eff.) HP.reg +1.00 Stun/Frz- +27% ---------- misc Max.stam +14.00 Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +1 Wil dps ---------- Mind.pwr +6 (+2 eff.) Res.pen +15% acid On Hit (Melee): * 20% chance to reduce armor by 15% ----- def ----- Resists +3% darkness +7% physical Phys.save +14 (+7 eff.) Spell.save +11 (+3 eff.) Mind.save +18 (+6 eff.) Confus- +14% ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
In main hand | ![]() 3.0 T2 longsword 1H weapon [Random Unique] Arcane/Master Power 112% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +5 temporal While equipped: Stats +1 Str +1 Wil dps ---------- Mind.crit +1% Dmg.mod +6% physical Res.pen +6% all Acc +17 (+6 eff.) Apr +7 On Hit (Melee): * 20% chance to reduce all saves and defense by 25 ----- def ----- Resists +7% temporal Sharp, long, and deadly. |
Around waist | ![]() 1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +4 Wil dps ---------- Against +16% Summoned ----- def ----- D.Red.from +16% Summoned Anom.red +11 Max.HP +59.00 ---------- misc Max.mana +30.00 Max.stam +26.00 Max.hate +11.00 Max.psi +22.00 Max.vim +22.00 Max.P.En +21.00 Max.N.En +21.00 A belt that goes around your waist. |
In off hand | ![]() 1.0 T2 dagger 1H weapon [Random Unique] Arcane/Master/Psionic Power 102% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +4 cold +6 mind On Hit: * 20% chance to gain 10% of a turn (3/turn limit) * 15% chance to reduce all saves and defense by 25 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +2 Mag +3 Wil +2 Cun dps ---------- Phys.crit +6.0% Spell.pwr +5 (+1 eff.) Res.pen +5% cold ----- def ----- Def/telep +5 Res/telep +5% Dur/telep +5% Sharp, short and deadly. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +2 Dex dps ---------- Dmg.mod +9% darkness Res.pen +15% fire Acc +4 (+1 eff.) Apr +4 ----- def ----- Defense +1 (+0 eff.) Resists +1% physical Spell.save +6 (+2 eff.) Max.HP +60.00 Confus- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T2 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Dmg.mod +10% nature +3% darkness Res.pen +5% darkness On Hit (Melee): * 10% chance to slow global speed by 51% * 20% chance to reduce damage dealt by 20% ----- def ----- Resists +8% blight +15% nature +9% all Max.HP +48.00 HP.reg +2.20 Heal.mod +17% ---------- misc Mana/turn +0.12 Psi/turn +0.14 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 infusion scroll [Normal] 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 instantly heal yourself for 56 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 160 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 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 27% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 460 damage for 5 turns. Its effects scale with your Cunning 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 [Rare] Arcane While equipped: Stats +3 Cun +3 Mag dps ---------- Dmg.mod +3% lightning Res.pen +5% mind ---------- misc Max.vim +10.00 Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +6% fire Apr +1 ----- def ----- Defense +30 (+10 eff.) Resists +2% physical Spell.save +4 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: ----- def ----- Resists +3% mind Phys.save +7 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +13 (+5 eff.) Disease- +10% Pinning- +20% Def/telep +15 Res/telep +15% Dur/telep +15% Rings make your fingers look great! |
![]() 3.0 T2 battleaxe 2H weapon [Ego] Arcane/Master Power 137% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Massive two-handed battleaxes. |
![]() 1.0 T1 dagger 1H weapon [Rare] Master Power 114% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Hit.r1 +4 acid While equipped: dps ---------- Dmg.mod +3% acid ----- def ----- Resists +3% darkness Crit.chn- 5.00% Mind.save +12 (+4 eff.) Silence- +20% Sharp, short and deadly. |
![]() 3.0 T3 greatsword 2H weapon [Ego+] Disrupt/Master Power 142% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * 12% chance to slow global speed by 51% While equipped: dps ---------- Res.pen +12% all Acc +14 (+5 eff.) Apr +9 Massive two-handed swords. |
![]() 3.0 T1 longsword 1H weapon [Rare] Nature Power 104% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +2.5% Atk.spd 100% While equipped: Stats +5 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con dps ---------- Dmg.mod +6% fire Acc +20 (+6 eff.) ----- def ----- Defense +15 (+5 eff.) Resists +6% lightning +1% physical ---------- misc Max.stam +20.00 Sharp, long, and deadly. |
![]() 3.0 T3 mace 1H weapon Reqs Str 42 [Unique] Nature/Disrupt Power 150% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +9.0% Atk.spd 100% Melee+ +10 silence +18 nature While equipped: dps ---------- Acc +6 (+2 eff.) Rush: Level 3.9 Pwr.cost 15 out of 25/25. Range 9 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. This thick-set mace was used by the Spellhunter Vorlan, who crafted it from the wood of an ancient oak that was uprooted during the Spellblaze. Many were the wizards and witches felled by this weapon, brought to justice for the crimes they committed against nature. |
![]() 3.0 T1 mace 1H weapon [Ego] Arcane Power 105% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Blunt and deadly. |
![]() 3.0 T2 mace 1H weapon [Ego] Arcane Power 105% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +9 blight +11 cold On Hit: * 6% chance to reduce strength, dexterity, and constitution by 6 Blunt and deadly. |
![]() 4.0 T2 sling 1H weapon Reqs Shoot [Ego] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: Stats +2 Str dps ---------- Phys.pwr +7 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 T1 staff 2H weapon [Rare] Nature Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Spell.crit +1% Spell.pwr +7 (+2 eff.) Dmg.mod +10% acid Res.pen +15% mind On Hit (Melee): * 10% chance to slow global speed by 51% ----- def ----- Resists +3% lightning +6% light +9% darkness +6% mind HP.reg +0.70 Heal.mod +12% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Dex +3 Mag +2 Cun +2 Con dps ---------- Dmg.mod +3% acid ----- def ----- Armour +1 Resists +15% fire Phys.save +11 (+5 eff.) Mind.save +11 (+4 eff.) A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Res.pen +10% light ----- def ----- Armour +1 Defense +5 (+2 eff.) Resists +5% arcane +15% light +6% darkness ---------- misc Light +1 A pair of boots made of leather. |
![]() 1.0 T1 hands armor [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+2 eff.) Apr +3 ----- def ----- Armour +1 Defense +15 (+5 eff.) Die.at -60.00 life ---------- misc Stam/turn +3.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Ego+] Disrupt While equipped: dps ---------- On Melee Ret: * 23 arcane resource burn ----- def ----- Armour +2 Spell.save +11 (+3 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+6 eff.) Stun/Frz- +30% Skullcr.mult +2 Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +4 Cun +6 Wil ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Mind.save +11 (+4 eff.) A suit of armour made of mail. |
![]() 9.0 T1 light armor [Rare] Nature While equipped: Stats +2 Str +2 Mag dps ---------- Melee Ret 2 darkness ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Die.at -80.00 life Max.HP +34.00 HP.reg +3.80 Heal.mod +11% ---------- misc Infravis +1 A suit of armour made of leather. |
![]() 9.0 T3 light armor [Ego+] Nature/Disrupt While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +14% nature +13% blight Max.HP +32.00 HP.reg +3.00 Heal.mod +13% A suit of armour made of leather. |
![]() 9.0 T2 light armor [Ego+] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Max.HP +23.00 HP.reg +1.00 Heal.mod +10% A suit of armour made of leather. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Random Unique] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Str +1 Cun +3 Mag dps ---------- Dmg.mod +13% light +15% cold +13% darkness +6% arcane Res.pen +10% blight +10% cold Melee Ret 6 fire ----- def ----- Armour +6 Fatigue +8% Resists +13% fire +28% light +24% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Ego+] Disrupt/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +1 Wil ----- def ----- Armour +4 Fatigue +8% Resists +11% arcane +12% physical Shield.near.proj +16 Proj.slow +13% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 3.0 T2 arrow ammo [Unique] Nature Power 117% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical 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. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 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. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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 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 T1 totem charm [Rare] Nature While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +15 (+5 eff.) Apr +1 ----- def ----- Teleport- +10% Sting an enemy dealing 121 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T3 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +3% arcane +3% fire Res.pen +20% arcane Melee Ret 4 fire ----- def ----- Resists +5% arcane ---------- misc Wards +3 blight +3 temporal +3 darkness +3 nature Talents +1 Ward Create a radius 3 storm for 5 turns. Each turn, creatures within take 79 lightning damage and will be dazed for 1 turn (399 total damage) Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. 100% to increase the duration of 2 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Concussive Shells the Cornac Marauder level 13
5th Dusk 122nd year of Ascendancy at 00:12 see stats
By Concussive Shells the Cornac Marauder level 10
1st Summertide 122nd year of Ascendancy at 18:08 see stats
By Concussive Shells the Cornac Marauder level 20
8th Haze 122nd year of Ascendancy at 08:41 see stats
By Concussive Shells the Cornac Marauder level 18
59th Dusk 122nd year of Ascendancy at 17:23 see stats
By Concussive Shells the Cornac Marauder level 9
10th Mirth 122nd year of Ascendancy at 09:58 see stats
By Concussive Shells the Cornac Marauder level 18
75th Dusk 122nd year of Ascendancy at 02:53 see stats
By Concussive Shells the Cornac Marauder level 9
9th Mirth 122nd year of Ascendancy at 05:17 see stats
By Concussive Shells the Cornac Marauder level 18
74th Dusk 122nd year of Ascendancy at 10:53 see stats
By Concussive Shells the Cornac Marauder level 17
33rd Dusk 122nd year of Ascendancy at 14:39 see stats
Log
Concussive Shells tries to evade attacks.
Concussive Shells uses Turalach!
Talent Disengage is ready to use.
Betholena the black bear uses Slash.
Concussive Shells has a cursed wound!
Betholena the black bear hits Concussive Shells for (15 parried), 125 physical, 20 physical (145 total damage).
Mindrot hits Concussive Shells for 12 mind, 11 darkness (23 total damage).
Betholena the black bear's Beyond the Flesh hits Concussive Shells for 67 physical, 20 physical (88 total damage).
You must be able to move to use Disengage!
Concussive Shells uses Infusion: Wild.
Concussive Shells no longer has a cursed wound.
Concussive Shells is cured!
Concussive Shells lessens the pain.
Concussive Shells uses Perfect Strike.
Concussive Shells aims carefully.
Concussive Shells uses Dirty Fighting.
Xeryldana the copperhead snake begins rampaging!
Xeryldana the copperhead snake's is vulnerable to attacks and effects!
Concussive Shells hits Xeryldana the copperhead snake for (56 rampage shugs off), 48 physical, 10 lightning, 5 fire (63 total damage).
Xeryldana the copperhead snake uses Slash.
Concussive Shells reacts to an attack from Xeryldana the copperhead snake, mitigating the blow!.
Concussive Shells has a cursed wound!
Talent Infusion: Movement is ready to use.
Xeryldana the copperhead snake hits Concussive Shells for (47 reacted , -4 stam), 160 physical (160 total damage).
Betholena the black bear uses Kinetic Strike.
Concussive Shells reacts to an attack from Betholena the black bear, mitigating the blow!.
Concussive Shells is pinned to the ground.
Betholena the black bear hits Concussive Shells for (58 reacted , -4 stam), 197 physical (197 total damage).
Concussive Shells the level 22 cornac marauder was bled to death by Betholena the black bear on level 2 of Old Forest.