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 | Normal Roguelike |
Sex | Male |
Race | Thalore |
Class | Archer |
Level / Exp | 18 / 4% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 39 (base 28) |
Dexterity | 62 (base 46) |
Constitution | 14 (base 13) |
Magic | 12 (base 10) |
Willpower | 27 (base 10) |
Cunning | 23 (base 16) |
Resources
Life | 481/481 |
Stamina | 174/184 |
Healing Factor | 1.2372895330004 |
Regeneration | 4.0211909822513 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 11 |
Infravision | 5 |
See Stealth | 23.074207531484 |
See Invisible | 23.074207531484 |
Offense: Mainhand
Damage | 121 |
Accuracy | 48 |
Crit Chance | 27% |
APR | 18 |
Speed | 0.95 |
Offense: Spell
Spellpower | 12 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 24 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Light | +10% |
All | 0% |
Physical | +13% |
Fire | +10% |
Nature | +8% |
Defense: Base
Armour (hardiness) | 27 (69.687909656376%) |
Defense | 54 |
Ranged Defense | 54 |
Fatigue | 0 |
Physical Save | 26 |
Spell Save | 13 |
Mental Save | 20 |
Defense: Resistances
Fire | + 18%( 70%) |
Acid | + 6%( 70%) |
Nature | + 20%( 70%) |
Temporal | + 6%( 70%) |
Darkness | + 23%( 70%) |
Physical | + 6%( 70%) |
Cold | + 26%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Confusion Resistance | 30% |
Knockback Resistance | 40% |
Instadeath Resistance | 100% |
Blind Resistance | 30% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: 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 24% 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 50 then cleanse 1 wound, poison, and disease effect. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 400% 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. |
Class Talents
Technique / Archery prowess | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Combat techniques | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Reflexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Archery training | 1.40 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
talent | Trained Reactions |
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 failed to protect the injured seer from death by Ce'Nanor the black mamba. Escort: injured seer (level 3 of Old Forest) | failed |
You failed to protect the lost defiler from death by rattlesnake. Escort: lost defiler (level 2 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved Strength by +5. | done |
You failed to protect the lost warrior from death by Koo. Escort: lost warrior (level 1 of Old Forest) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You 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 |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | 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 AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed bear paw. * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of foundations without your aid. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
Equipment
On feet | Galralle the Dourstreak (10 def, 3 armour) Galralle the Dourstreak (10 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Phys.pwr +10 (+3 eff.) On Hit (Melee): * 10% chance to reduce damage dealt by 14% ----- def ----- Armour +3 Defense +10 (+4 eff.) Fatigue -3% Resists +3% darkness Phys.save +6 (+3 eff.) ---------- misc Max.enc +24 Hate/m.crit +2.00 Max.hate +6.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | quiver of dragonbone arrows 'Isalle' (59/59, 72-100 power, 18 apr) quiver of dragonbone arrows 'Isalle' (59/59, 72-100 power, 18 apr)3.0 T5 arrow ammo [Random Unique] Master/Psionic Power 71.5 - 100.1 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +18.0% Capacity 59 Proj.spd +200% Ranged+ +29 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 89 physical damage On Crit: * Wound the target dealing 185 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Reload +9 Arrows are used with bows to pierce your foes to death. |
Light source | bright brass lantern of health bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +43.00 ---------- 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 | Helm of the Dwarven Emperors (0 def, 6 armour) Helm of the Dwarven Emperors (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Tool | iron torque of mindblast 'Galuhad' [power 105] (15 cooldown) iron torque of mindblast 'Galuhad' [power 105] (15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: ----- def ----- Defense +5 (+2 eff.) Resists +6% acid +6% temporal Max.HP +20.00 Blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | Ring of Growth Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+4 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
On fingers | Bloodcaller Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-6 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 36.75 You won the Ring of Blood trial, and this is your reward. |
Around waist | Mighty Girdle Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In main hand | Surefire Surefire4.0 T1 longbow 2H weapon [Unique] Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 105% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+4 eff.) This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
On hands | Wyrmbreath (0 def, 4 armour) Wyrmbreath (0 def, 4 armour)1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire Breath: Level 2.0 Pwr.cost 24 out of 24/24. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 157.34 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
Main armor | enlightening cured leather armour of cold resistance (6 def, 4 armour) enlightening cured leather armour of cold resistance (6 def, 4 armour)9.0 T2 light armor [Ego+] Master/Psionic While equipped: Stats +3 Cun +4 Wil ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +15% cold Mind.save +11 (+6 eff.) A suit of armour made of leather. |
Cloak | thick linen cloak of Eldoral (1 def, 6 armour) thick linen cloak of Eldoral (1 def, 6 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Cun +2 Dex ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | warrior's steel amulet of mastery (0.10 Technique / Archery training) warrior's steel amulet of mastery (0.10 Technique / Archery training)0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.20 Masteries +0.10 Technique/Archery training Amulets make your neck look great! |
Inventory
movement infusion of the titan (speed 447%; cd 13) movement infusion of the titan (speed 447%; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 447% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper amulet of strength (+3) copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str Amulets make your neck look great! |
grounding copper amulet grounding copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% lightning Stun/Frz- +21% Amulets make your neck look great! |
marksman's copper ring marksman's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) Rings make your fingers look great! |
psionicist's copper ring of luminosity psionicist's copper ring of luminosity0.1 T1 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +2 Wil +2 Mag dps ---------- Melee+ 11 light Ranged+ 11 light Dmg.mod +11% light ----- def ----- Mind.save +4 (+2 eff.) Rings make your fingers look great! |
acidic steel battleaxe of crippling (20-31 power, 2 apr) acidic steel battleaxe of crippling (20-31 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego+] Arcane/Master Power 20.5 - 30.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: dps ---------- Phys.crit +7.0% Massive two-handed battleaxes. |
chilling steel battleaxe of massacre (27-40 power, 2 apr) chilling steel battleaxe of massacre (27-40 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Arcane/Master Power 27.0 - 40.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +7 cold Massive two-handed battleaxes. |
elemental steel battleaxe of massacre (32-47 power, 2 apr) elemental steel battleaxe of massacre (32-47 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego+] Arcane/Master Power 31.5 - 47.2 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Hit: * Create an explosion dealing 15 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +12% fire Res.pen +12% fire Massive two-handed battleaxes. |
Quenchborn Quenchborn4.0 T1 longbow 2H weapon [Rare] Arcane Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 Ranged+ +8 fire On Hit.r1 +4 cold +16 temporal While equipped: dps ---------- Dmg.mod +3% cold +14% fire +9% temporal Res.pen +5% cold ----- def ----- Resists +3% cold Def/telep +5 Res/telep +5% Dur/telep +5% Longbows are used to shoot arrows at your foes. |
Strikefury Strikefury4.0 T3 longbow 2H weapon [Rare] Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: dps ---------- Phys.crit +8.0% Dmg.mod +12% mind Res.pen +25% mind Phasing +30% Acc +11 (+3 eff.) ----- def ----- Resists +12% lightning Longbows are used to shoot arrows at your foes. |
mighty elm longbow of fire mighty elm longbow of fire4.0 T1 longbow 2H weapon [Ego] Arcane/Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 Ranged+ +8 fire While equipped: Stats +2 Str dps ---------- Phys.pwr +8 (+3 eff.) Dmg.mod +14% fire Longbows are used to shoot arrows at your foes. |
steady elm longbow of lightning steady elm longbow of lightning4.0 T1 longbow 2H weapon [Ego] Arcane/Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 Ranged+ +8 lightning While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +12% lightning Acc +8 (+2 eff.) Longbows are used to shoot arrows at your foes. |
chilling steel longsword of massacre (20-28 power, 3 apr) chilling steel longsword of massacre (20-28 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Arcane/Master Power 20.0 - 28.0 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +9 cold Sharp, long, and deadly. |
Gloralaith the Sootbloom (10-10 power, 24 apr, mind damage) Gloralaith the Sootbloom (10-10 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Rare] Nature/Psionic Power 9.5 - 10.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% On Hit.r1 +16 lightning On Crit.r2 +8 darkness While equipped: Stats +3 Cun dps ---------- Mind.crit +3% Crit.mult +7.00% Mind.pwr +6 (+3 eff.) Dmg.mod +12% lightning Res.pen +10% darkness +5% lightning On Hit (Melee): * 20% chance to slow global speed by 42% * 10% chance to reduce damage dealt by 14% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
potent ash starstaff of illumination (17-20 power, 3 apr, darkness element) potent ash starstaff of illumination (17-20 power, 3 apr, darkness element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane/Nature Power 17.0 - 20.4 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +9 (+8 eff.) Dmg.mod +17% darkness ----- def ----- Defense +7 (+3 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 41.74 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
flaming steel waraxe of erosion (12-18 power, 3 apr) flaming steel waraxe of erosion (12-18 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane/Nature Power 12.5 - 17.5 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +6 nature On Hit.r1 +7 fire One-handed war axes. |
grounding rough leather belt of life grounding rough leather belt of life1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Resists +5% lightning +6% temporal HP.reg +0.80 Heal.mod +10% A belt that goes around your waist. |
noble's rough leather belt of unlife noble's rough leather belt of unlife1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +3 Cun +4 Wil dps ---------- Against +15% Summoned ----- def ----- Resists +5% blight D.Red.from +15% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
resilient cashmere cloak of Iron Throne (2 def, 0 armour) resilient cashmere cloak of Iron Throne (2 def, 0 armour)2.0 T3 cloak armor [Ego] Nature/Master While equipped: Stats +2 Str +1 Con ----- def ----- Defense +2 (+1 eff.) Max.HP +38.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Vorukira (0 def, 2 armour) Vorukira (0 def, 2 armour)2.0 T2 cloth armor [Rare] Psionic While equipped: Stats +2 Cun +4 Wil dps ---------- Crit.mult +10.00% Mind.pwr +10 (+5 eff.) ----- def ----- Armour +2 Resists +9% cold +9% all Phys.save +9 (+4 eff.) Die.at -20.00 life Stun/Frz- +20% ---------- misc Hate/m.crit +3.00 Psi/m.crit +3.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Healsin (0 def, 3 armour) Healsin (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +3% nature Res.pen +15% nature Phasing +10% Melee Ret 2 arcane ----- def ----- Armour +3 Fatigue +2% Spell.save +6 (+6 eff.) ---------- misc Stam/turn +0.40 Max.mana +40.00 Max.stam +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Strikepain the pair of iron boots (0 def, 3 armour) Strikepain the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +3% acid Melee Ret 4 lightning ----- def ----- Armour +3 Fatigue +2% Resists +9% lightning +5% temporal Spell.save +9 (+8 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Porita the Vipercutter (0 def, 2 armour) Porita the Vipercutter (0 def, 2 armour)1.0 T2 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 6 nature Dmg.mod +10% nature ----- def ----- Armour +2 Resists +18% lightning +3% fire +7% nature +3% temporal Spell.save +12 (+9 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. |
restful iron gauntlets of magic (+3) (0 def, 1 armour) restful iron gauntlets of magic (+3) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Arcane/Psionic While equipped: Stats +3 Mag dps ---------- Dmg.mod +4% arcane ----- def ----- Armour +1 Fatigue +1% HP.reg +1.00 ---------- misc Stam/turn +0.60 Max.stam +11.00 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. |
Arcidol the linen wizard hat (1 def, 0 armour) Arcidol the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +2 Dex +1 Mag dps ---------- Dmg.mod +10% fire ----- def ----- Defense +1 (+1 eff.) Resists +3% lightning +15% fire Crit.chn- 5.00% ---------- misc Infravis +3 A pointy cloth hat, very wizardly... |
Tarrachak the rough leather cap (10 def, 1 armour) Tarrachak the rough leather cap (10 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Apr +4 ----- def ----- Armour +1 Defense +10 (+4 eff.) Fatigue +1% Crit.chn- 5.00% Die.at -80.00 life Knockbk- +10% A cap made of leather. |
rough leather cap 'Umbrakiller' (20 def, 2 armour) rough leather cap 'Umbrakiller' (20 def, 2 armour)2.0 T1 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% physical +6% temporal ----- def ----- Armour +2 Defense +20 (+7 eff.) Fatigue +1% Resists +3% darkness ---------- misc Max.stam +10.00 Infravis +2 A cap made of leather. |
dwarven-steel mail armour (3 def, 8 armour) dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
rejuvenating steel mail armour of stability (2 def, 6 armour) rejuvenating steel mail armour of stability (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +5% physical Phys.save +10 (+5 eff.) HP.reg +2.40 ---------- misc Stam/turn +0.60 A suit of armour made of mail. |
prismatic cured leather armour of acid resistance (6 def, 4 armour) prismatic cured leather armour of acid resistance (6 def, 4 armour)9.0 T2 light armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +17% acid +10% light +10% darkness A suit of armour made of leather. |
rough leather armour (3 def, 2 armour) rough leather armour (3 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
barbed quiver of elm arrows of crippling (14/14, 20-27 power, 5 apr) barbed quiver of elm arrows of crippling (14/14, 20-27 power, 5 apr)3.0 T1 arrow ammo [Ego++] Master Power 19.5 - 27.3 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +19.0% Capacity 14 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 185 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
quiver of elm arrows (20/20, 17-24 power, 5 apr) quiver of elm arrows (20/20, 17-24 power, 5 apr)3.0 T1 arrow ammo [Normal] Power 17.0 - 23.8 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 20 Arrows are used with bows to pierce your foes to death. |
agate 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. |
48 alchemist agate 48 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. |
aquamarine 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. |
opal 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. |
3 topaz 3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 35 turns) iron pickaxe of endurance (dig speed 35 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 spinel 4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
scorching brass lantern scorching brass lantern2.0 T1 lite [Ego] Arcane While equipped: dps ---------- Melee Ret 11 fire ----- def ----- Resists +6% fire ---------- 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. |
Imp Claw Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 74.33 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Crystal Focus 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 Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
garnet garnet0.0 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 Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) 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 Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
innervating ash totem of healing [power 176] (15 cooldown) innervating ash totem of healing [power 176] (15 cooldown)2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 176 Puts all charms on 15 cooldown 100% to reduce fatigue by 22% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
2 amethyst 2 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. |
ametrine 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. |
4 citrine 4 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. |
5 zircon 5 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Koo the Thalore Archer level 10
8th Mirth 122nd year of Ascendancy at 22:05 see stats
By Koo the Thalore Archer level 9
3rd Mirth 122nd year of Ascendancy at 21:30 see stats
By Koo the Thalore Archer level 11
5th Flare 122nd year of Ascendancy at 10:48 see stats
Log
You collect a new ingredient: sandworm tooth (1).
Neronn the green ooze is crippled.
Bloodcaller hits Koo for 7 healing, 7 healing, 1 healing (0 total damage) [16 healing].
Koo's Fragmentation Shot hits Neronn the green ooze for 234 physical, 33 physical (267 total damage).
Koo's Fragmentation Shot hits Glyba the sand-drake for 240 physical damage.
Koo's Fragmentation Shot killed Glyba the sand-drake!
Neronn the green ooze activates his pair of rough leather boots!
Neronn the green ooze tries to evade attacks.
Neronn the green ooze uses To The Arms.
Neronn the green ooze misses Koo.
Koo shoots!
Koo receives 8 healing from Bloodcaller.
Koo's Shoot hits Neronn the green ooze for 268 physical damage.
Koo's Shoot killed Neronn the green ooze!
Koo deactivates Trained Reactions.
Koo activates Trained Reactions.
Koo picks up (o.): Gloralaith the Sootbloom (10-10 power, 24 apr, mind damage).
Koo is no longer evading attacks.
Koo picks up (u.): Vorukira (0 def, 2 armour).
You pickup 0.70 gold pieces.
You pickup 0.50 gold pieces.
Talent Steady Shot is ready to use.
Koo picks up (E.): enlightening cured leather armour of cold resistance (6 def, 4 armour).
Koo wears (replacing prismatic cured leather armour of acid resistance (6 def, 4 armour)): enlightening cured leather armour of cold resistance (6 def, 4 armour).