











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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.
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! 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:
Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: 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! Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Halfling |
| Class | Archer |
| Level / Exp | 24 / 57% |
| Size | medium |
| Lifes / Deaths | Killed by Saleta the grannor'vor at level 21 on the 59th Dusk 122nd year of Ascendancy at 01:27 0 / 7Killed by Ivakira the black ooze at level 21 on the 59th Dusk 122nd year of Ascendancy at 03:21 Killed by armoured skeleton warrior at level 21 on the 59th Dusk 122nd year of Ascendancy at 05:27 Killed by Glorytha the sandworm at level 21 on the 65th Dusk 122nd year of Ascendancy at 06:10 Killed by Cyroyalle the white ooze at level 23 on the 5th Haze 122nd year of Ascendancy at 18:03 Killed by Yvimina the snow giant at level 24 on the 17th Haze 122nd year of Ascendancy at 15:48 Killed by Burb the snow giant champion at level 24 on the 19th Haze 122nd year of Ascendancy at 01:18 |
Primary Stats
| Strength | 23 (base 19) |
| Dexterity | 71 (base 54) |
| Constitution | 13 (base 10) |
| Magic | 31 (base 30) |
| Willpower | 13 (base 10) |
| Cunning | 34 (base 18) |
Resources
| Life | -46/581 |
| Stamina | 0/196 |
| Healing Factor | 1.1583363011315 |
| Regeneration | 8.3979381832034 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 28.114754928839 |
| See Invisible | 28.114754928839 |
Offense: Mainhand
| Damage | 101 |
| Accuracy | 65 |
| Crit Chance | 52% |
| APR | 15 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 25 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +22% |
| Acid | +17% |
| Cold | +3% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +10% |
| Physical | +20% |
| Lightning | +10% |
Defense: Base
| Armour (hardiness) | 22 (38.594633868923%) |
| Defense | 62 |
| Ranged Defense | 62 |
| Fatigue | 0.92380522168512 |
| Physical Save | 31 |
| Spell Save | 31 |
| Mental Save | 29 |
Defense: Resistances
| Blight | + 14%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 6%( 70%) |
| All | 0%( 70%) |
| Lightning | + 6%( 70%) |
| Light | + 10%( 70%) |
| Temporal | + 3%( 70%) |
| Physical | + 25%( 70%) |
| Darkness | + 12%( 70%) |
| Fire | + 29%( 70%) |
| Nature | + 13%( 70%) |
Defense: Immunities
| Stun Resistance | 19% |
| Pinning Resistance | 20% |
| Disarm Resistance | 30% |
| Silence Resistance | 10% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 21% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 639% 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 Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 31% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity 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 184 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity 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 mental effect and reduce all damage taken by 20% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Class Talents
| Technique / Archery prowess | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Sniper | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 3/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Effects
Quests
You successfully escorted the lone alchemist to the recall portal on level 2 of Norgos Lair. Escort: lone alchemist (level 2 of Norgos Lair)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You failed to protect the lost defiler from death by giant venus flytrap. Escort: lost defiler (level 3 of Old Forest) | failed |
You failed to protect the lost warrior from death by Poraleda the crimson crystal. Escort: lost warrior (level 4 of Old Forest) | failed |
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 Dexterity by +5. | done |
You failed to protect the repented thief from death by Layessra the white wolf. Escort: repented thief (level 2 of Daikara) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Track (+1 level(s)). | 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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * '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.' | 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 |
Equipment
| On feet | Aeriharalar (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Str +4 Dex +3 Wil +2 Cun dps ---------- Phys.pwr +10 (+4 eff.) Acc +10 (+3 eff.) ----- def ----- Armour +3 Fatigue +2% Phys.save +15 (+7 eff.) Spell.save +6 (+3 eff.) Mind.save +5 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Falysin the Hazebraid (16/22, 41-57 power, 10 apr)3.0 T3 arrow ammo [Random Unique] Master Power 41.0 - 57.4 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Acc +14 Apr +10 Crit +26.0% Capacity 22 Phasing +30% Ranged+ +16 blight On Hit.r1 +8 cold On Crit: * Wound the target dealing 196 physical damage across 5 turns and reducing healing by 50% * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
| Light source | bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +44.00 ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Salewen (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Str dps ---------- Phys.crit +3.0% Dmg.mod +12% physical Res.pen +15% physical Acc +10 (+3 eff.) ----- def ----- Armour +1 Fatigue +1% ---------- misc Max.stam +10.00 Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 79.7 Physical damage. If the attack hits, the target is confused (42% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
| Tool | Hetturak [power 165] (25 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: Stats +1 Con ----- def ----- Defense +20 (+5 eff.) Disease- +20% Disarm- +10% Stun/Frz- +20% Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 382 Base Damage: 176 Armor: 13 All Resist: 7 Puts all charms on 25 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
| On fingers | rogue's copper ring of the mountain (+10%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +10% physical ----- def ----- Defense +6 (+2 eff.) Resists +10% physical Rings make your fingers look great! |
| On fingers | Mokan the Tundrawild0.1 T1 ring jewelry [Rare] Master While equipped: Stats +1 Con dps ---------- Phys.crit +3.0% Phys.pwr +15 (+5 eff.) ----- def ----- Resists +6% cold Max.HP +22.00 Disarm- +20% Pinning- +21% Knockbk- +21% Rings make your fingers look great! |
| Around waist | Emyrilrarin the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) Apr +5 ----- def ----- Resists +5% arcane Spell.save +6 (+3 eff.) Die.at -20.00 life Silence- +10% ---------- misc Hate/m.crit +2.00 Size +1 A belt that goes around your waist. |
| In main hand | Zubena the Quenchguile4.0 T2 longbow 2H weapon [Random Unique] Arcane/Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Proj.spd +200% Ranged+ +11 acid +8 cold On Hit.r1 +8 temporal On Hit: * 20% chance to gain 10% of a turn (3/turn limit) While equipped: Stats +3 Cun +3 Str dps ---------- Phys.pwr +8 (+3 eff.) Phys.spd +10% Dmg.mod +17% acid +3% cold Melee Ret 2 cold Longbows are used to shoot arrows at your foes. |
| On hands | restful dwarven-steel gauntlets of war-making (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Master/Psionic While equipped: dps ---------- Phys.crit +10.0% Spell.crit +6% Mind.crit +10% Crit.mult +6.00% ----- def ----- Armour +2 Fatigue +3% HP.reg +3.00 ---------- misc Stam/turn +0.50 Max.stam +10.00 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. |
| Main armor | Fogbutcher the cured leather armour (6 def, 11 armour)9.0 T2 light armor [Rare] Nature While equipped: dps ---------- Crit.mult +20.00% Melee+ 6 fire Ranged+ 6 fire Res.pen +10% darkness +5% physical Melee Ret 4 physical ----- def ----- Armour +11 Defense +6 (+2 eff.) Fatigue +7% Resists +14% fire +15% physical ---------- misc Mana/turn +0.12 Max.vim +20.00 A suit of armour made of leather. |
| Cloak | Fogpeal the cashmere cloak (18 def, 5 armour)2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: dps ---------- Res.pen +10% lightning On Hit (Melee): * 20% chance to reduce damage dealt by 13% ----- def ----- Armour +5 Defense +18 (+5 eff.) Resists +6% lightning +11% light +14% blight +15% fire +13% nature +12% darkness Phys.save +13 (+6 eff.) Spell.save +14 (+7 eff.) Mind.save +15 (+7 eff.) Stealth +8 HP.reg +4.00 Heal.mod +13% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Gata0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +7 Lck +1 Mag dps ---------- S.pwr/crit +2 Phasing +20% Acc +6 (+2 eff.) ----- def ----- Defense +6 (+2 eff.) Resists +3% temporal Unseen.red 12% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.vim +30.00 Amulets make your neck look great! |
Inventory
Prismatic Rune (6 turns; acid, physical, darkness, blight)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) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 acid, 4 physical, 4 darkness, 5 blight Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the duelist (absorb 94; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd 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 94 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 Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Blackquench =4MAG=0.1 T2 amulet jewelry [Rare] Arcane While equipped: Stats +4 Mag dps ---------- Dmg.mod +9% darkness On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 15 ----- def ----- Resists +15% darkness Amulets make your neck look great! |
Starriver =3MAG=0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +3 Cun +3 Mag dps ---------- Spell.pwr +6 (+3 eff.) Dmg.mod +9% light Res.pen +5% blight On Hit (Melee): * 20% chance to slow global speed by 40% * 10% chance to reduce strength, dexterity, and constitution by 15 ---------- misc Light +3 Rings make your fingers look great! |
conjurer's copper ring =4MAG=0.1 T1 ring jewelry [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.pwr +7 (+4 eff.) Rings make your fingers look great! |
savage's steel ring0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +2 Con ----- def ----- Spell.save +12 (+6 eff.) ---------- misc Max.stam +11.00 Rings make your fingers look great! |
titan's copper ring of tenacity0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) Max.HP +20.00 Disarm- +22% Pinning- +23% Knockbk- +21% Rings make your fingers look great! |
wizard's steel ring of frost (+24%) =4MAG=0.1 T2 ring jewelry [Ego] Arcane/Nature While equipped: Stats +4 Mag dps ---------- Dmg.mod +12% cold ----- def ----- Resists +24% cold Spell.save +8 (+4 eff.) Rings make your fingers look great! |
steel waraxe (12-16 power, 3 apr)3.0 T2 waraxe 1H weapon [Normal] Power 12.0 - 16.8 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% One-handed war axes. |
Elalravena the Skywither =4MAG=1.0 T1 belt armor [Rare] Arcane While equipped: Stats +4 Mag dps ---------- Dmg.mod +3% temporal Res.pen +15% arcane Melee Ret 2 lightning ----- def ----- Resists +9% temporal ---------- misc Mana/turn +0.16 Max.mana +20.00 A belt that goes around your waist. |
Xubrewe the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Mag dps ---------- Crit.mult +10.00% ----- def ----- Resists +6% lightning +6% temporal Mind.save +3 (+1 eff.) Disarm- +10% Confus- +10% A belt that goes around your waist. |
spiritwalker's rough leather belt of transcendence =4MAG=1.0 T1 belt armor [Ego+] Arcane/Psionic While equipped: Stats +4 Mag dps ---------- Mind.pwr +2 (+1 eff.) ----- def ----- Phys.save +6 (+3 eff.) ---------- misc Mana/turn +0.10 Max.mana +22.00 A belt that goes around your waist. |
enveloping linen cloak of the Shaloren (7 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: Stats +1 Mag +1 Wil ----- def ----- Defense +7 (+2 eff.) Phys.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
focusing woollen robe (0 def, 0 armour) =5MAG=2.0 T2 cloth armor [Ego] Psionic While equipped: Stats +5 Mag +4 Wil ----- def ----- Resists +9% all ---------- misc Mana/turn +0.10 Psi/turn +0.13 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Betiba the pair of iron boots (0 def, 9 armour) =4MAG=3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Mag dps ---------- Crit.mult +5.00% Dmg.mod +3% acid Melee Ret 2 physical ----- def ----- Armour +9 Fatigue +2% ---------- misc Stam/turn +0.40 Max.stam +14.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Phlegmcast the pair of rough leather boots (0 def, 3 armour)2.0 T1 feet armor [Rare] Master While equipped: ----- def ----- Armour +3 Fatigue -5% Resists +2% physical Crit.chn- 5.00% Phys.save +6 (+3 eff.) Knockbk- +20% ---------- misc Max.enc +22 A pair of boots made of leather. |
Frozenwedge (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Res.pen +20% cold Acc +6 (+2 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +1% physical +3% nature +3% darkness Phys.save +6 (+3 eff.) Mind.save +7 (+3 eff.) Die.at -40.00 life Disarm- +23% Knockbk- +10% 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. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Spellhunt Remnants (1 def, 2 armour)1.5 T1 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +4 (+2 eff.) Dmg.mod +5% nature Res.pen +5% nature ----- def ----- Armour +2 Defense +1 (+1 eff.) Spell.save +4 (+2 eff.) Max.HP +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
Storm Bringer's Gauntlets (0 def, 5 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+6 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Xanyriann the iron gauntlets (5 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Con dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 15 ----- def ----- Armour +1 Defense +5 (+2 eff.) Fatigue +1% Resists +3% nature Phys.save +14 (+7 eff.) Spell.save +4 (+2 eff.) Mind.save +5 (+2 eff.) Heal.mod +10% Disease- +20% Disarm- +23% Confus- +20% Def/telep +10 Res/telep +10% Dur/telep +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather gloves 'Eclipseblow' (0 def, 2 armour)1.0 T2 hands armor [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +6% cold +6% arcane +21% darkness Res.pen +5% cold Melee Ret 6 cold On Hit (Melee): * 20% chance to reduce damage dealt by 13% ----- def ----- Armour +2 Resists +6% nature 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. |
rough leather gloves of magic (+2) (0 def, 1 armour) =2MAG=1.0 T1 hands armor [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +4% arcane ----- def ----- Armour +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
spellstreaming iron gauntlets of magic (+3) (0 def, 1 armour) =3MAG=1.5 T1 hands armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +3 Mag dps ---------- Spell.crit +4% Spell.pwr +6 (+3 eff.) Dmg.mod +4% arcane ----- def ----- Armour +1 Fatigue +1% ---------- misc Mana/turn +0.12 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. |
temporal hardened leather gloves of dexterity (+2) (0 def, 2 armour)1.0 T2 hands armor [Ego] Arcane/Master While equipped: Stats +2 Dex dps ---------- Melee+ 8 temporal Ranged+ 6 temporal Dmg.mod +5% temporal Acc +13 (+3 eff.) ----- def ----- Armour +2 Resists +7% temporal 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. |
Eye of the Forest (8 def, 0 armour)2.0 T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil dps ---------- Dmg.mod +20% nature Res.pen +15% nature ----- def ----- Defense +8 (+2 eff.) Mind.save +12 (+6 eff.) Blind- +100% ---------- misc Infravis +2 See.Stealth +15 See.Invis +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
linen wizard hat 'Aerumira' (1 def, 0 armour) =6MAG=2.0 T1 head armor [Rare] Arcane While equipped: Stats +2 Dex +6 Mag dps ---------- Res.pen +5% mind ----- def ----- Defense +1 (+1 eff.) Crit.chn- 15.00% Spell.save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
Ragydechak the Noonblight (6 def, 4 armour) =5MAG=9.0 T2 light armor [Rare] Arcane While equipped: Stats +5 Str +5 Mag +9 Wil dps ---------- Phys.crit +7.0% Spell.crit +5% Mind.crit +6% Crit.mult +20.00% Phys.pwr +14 (+5 eff.) Spell.pwr +14 (+7 eff.) Mind.pwr +23 (+11 eff.) ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +12% lightning +3% light Mind.save +15 (+7 eff.) A suit of armour made of leather. |
Mayatta the iron plate armour (0 def, 14 armour)17.0 T1 massive armor Reqs Massive armour training [Rare] Master While equipped: dps ---------- Crit.mult +15.00% Mind.pwr +20 (+10 eff.) ----- def ----- Armour +14 Fatigue +22% Resists +3% physical Stun/Frz- +20% Teleport- +20% ---------- misc Psi/ret +0.04 A suit of armour made of metal plates. |
enlightening steel plate armour of the deep (0 def, 12 armour)17.0 T2 massive armor Reqs Massive armour training Str 28 [Ego++] Nature/Psionic While equipped: Stats +4 Cun +4 Wil ----- def ----- Armour +12 Fatigue +22% Resists +7% acid +6% cold Mind.save +13 (+6 eff.) ---------- misc Breathe water A suit of armour made of metal plates. |
deadly quiver of ash arrows of persecution (17/17, 31-43 power, 7 apr)3.0 T2 arrow ammo [Ego] Disrupt/Master Power 31.0 - 43.4 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 17 Against +11% Unnatural +8% Unliving Arrows are used with bows to pierce your foes to death. |
quiver of elm arrows 'Blazenail' (17/17, 15-21 power, 5 apr)3.0 T1 arrow ammo [Rare] Nature Power 15.0 - 21.0 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 17 Ranged+ +8 cold +12 fire On Hit.r1 +12 lightning +12 fire On Crit.r2 +4 lightning +12 fire Arrows are used with bows to pierce your foes to death. |
8 agate0.0 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. |
262 alchemist agate0.0 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. |
2 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Camikan the iron pickaxe (dig speed 31 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +7 Str +2 Wil +2 Cun +2 Con dps ---------- Acc +4 (+1 eff.) On Hit (Melee): * 20% chance to slow global speed by 40% * 20 arcane resource burn ----- def ----- Resists +12% acid +5% arcane +6% light ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
brass lantern of corpselight =BREATHE=2.0 T1 lite [Ego+] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +3 (+2 eff.) ----- def ----- Resists +6% blight +5% darkness ---------- misc Light +3 Infravis +4 See.Invis +6 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 1.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 15 blight damage or heals 22 life. Creatures standing in the retch also have 8% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. 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. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 6 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Crystal Focus0.0 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)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. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Pouch of the Subconscious (20/20, 38-45 power, 15 apr)3.0 T4 shot ammo [Unique] Psionic Power 38.0 - 45.6 Physical Uses 10% Wil, 70% Dex, 50% Cun Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 20 Ranged+ +25 mind +30 mind slow On Hit: * 50% chance to reload 1 ammo You find yourself constantly fighting an urge to handle this strange pouch of shot. |
4 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
cleansing elm wand of shielding [power 110] (20 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 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. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By SingingMoon the Halfling Archer level 20
56th Dusk 122nd year of Ascendancy at 04:48 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By SingingMoon the Halfling Archer level 10
10th Mirth 122nd year of Ascendancy at 09:02 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By SingingMoon the Halfling Archer level 20
54th Dusk 122nd year of Ascendancy at 10:08 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By SingingMoon the Halfling Archer level 20
56th Dusk 122nd year of Ascendancy at 06:27 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By SingingMoon the Halfling Archer level 24
17th Haze 122nd year of Ascendancy at 15:47 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By SingingMoon the Halfling Archer level 7
79th Pyre 122nd year of Ascendancy at 00:06 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By SingingMoon the Halfling Archer level 21
59th Dusk 122nd year of Ascendancy at 19:26 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By SingingMoon the Halfling Archer level 15
25th Dusk 122nd year of Ascendancy at 13:18 see stats
Log
SingingMoon shoots!
Snow giant misses SingingMoon.
SingingMoon's Shoot performs a ranged critical strike against Snow giant!
Snow giant starts to bleed.
Snow giant is cut deeply.
Snow giant is crippled.
SingingMoon's Shoot hits Snow giant for 184 physical, 9 acid, 12 blight, 3 cold, 4 fire, 3 cold, 4 temporal (222 total damage).
SingingMoon is no longer evading attacks.
SingingMoon feels pain again.
Talent Steady Shot is ready to use.
SingingMoon uses Headshot.
Deep Wound from SingingMoon hits Snow giant for 60 physical damage.
Bleeding from SingingMoon hits Snow giant for 11 physical damage.
Burb the snow giant champion casts Ice Storm.
SingingMoon's Headshot performs a ranged critical strike against Snow giant!
You collect a new ingredient: snow giant kidney (1).
SingingMoon's Headshot hits Snow giant for 495 physical damage.
SingingMoon's Headshot killed Snow giant!
Burb the snow giant champion's ice storm area effect hits SingingMoon for 64 cold damage.
SingingMoon uses Tumble.
SingingMoon shoots!
Burb the snow giant champion uses Throw Boulder.
Burb the snow giant champion hurls a huge boulder at SingingMoon!
SingingMoon reacts to damage from Burb the snow giant champion, mitigating the blow!.
SingingMoon tries to evade attacks.
SingingMoon is knocked back!
Burb the snow giant champion hits SingingMoon for (69 reacted , -5 stam), 144 physical (145 total damage).
SingingMoon the level 24 halfling archer was disembowelled to death by Burb the snow giant champion on level 4 of Daikara.








































































































