











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Wanderer pick 1 in 3 talent choice 1.7.4Wanderer now choose one in three random talent trees instead. 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! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: 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:
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! 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 | Nightmare Roguelike |
Sex | Male |
Race | Halfling |
Class | Adventurer |
Level / Exp | 30 / 0% |
Size | small |
Lifes / Deaths | Killed by shadow at level 30 on the 7th Flare 123rd year of Ascendancy at 01:05 / 1 |
Primary Stats
Strength | 20 (base 13) |
Dexterity | 76 (base 53) |
Constitution | 50 (base 13) |
Magic | 33 (base 28) |
Willpower | 21 (base 12) |
Cunning | 68 (base 46) |
Resources
Life | -90/932 |
Mana | 329/329 |
Stamina | 204/214 |
Psi | 111/111 |
Healing Factor | 1.5186847857243 |
Regeneration | 23.919285375158 |
Speed
Mental | +10% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +109% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 3 |
See Stealth | 7 |
See Invisible | 5 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 85 |
Accuracy | 67 |
Crit Chance | 37% |
APR | 28 |
Speed | 0.91 |
Offense: Spell
Spellpower | 13 |
Crit Chance | 22% |
Speed | 1 |
Offense: Mind
Mindpower | 40 |
Crit Chance | 22% |
Speed | 1 |
Offense: Damage Bonus
Physical | +36% |
Mind | +6% |
All | 0% |
Offense: Damage Penetration
Blight | +40% |
Fire | +51% |
All | +25% |
Defense: Base
Armour (hardiness) | 33 (58.69962066283%) |
Defense | 81 |
Ranged Defense | 81 |
Fatigue | 0 |
Physical Save | 34 |
Spell Save | 20 |
Mental Save | 23 |
Defense: Resistances
Darkness | + 14%( 70%) |
Physical | + 18%( 70%) |
Blight | + 20%( 70%) |
Arcane | + 13%( 70%) |
Nature | + 19%( 70%) |
All | + 8%( 70%) |
Defense: Immunities
Pinning Resistance | 100% |
Confusion Resistance | 12% |
Disarm Resistance | 40% |
Knockback Resistance | 20% |
Instadeath Resistance | 100% |
Blind Resistance | 21% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 339 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: 12 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 20% 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 201 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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 732% 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 Cunning stat. |
Class Talents
Technique / Archery prowess | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Cunning / Poisons | 1.00 |
| 5/5 |
| 2/5 |
| 3/5 |
| 5/5 |
Technique / Archery training | 1.00 |
| 5/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Technique / Marksmanship | 1.20 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Stone alchemy | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.16 |
| 1/5 |
| 2/5 |
| 3/5 |
| 4/5 |
Prodigies
| 1/1 |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Misdirection (+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 Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 Possessed. | 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 the fox. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * You've found the needed giant spider spinneret. * '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.' Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed vial of fire wyrm saliva. * You've found the needed bloated horror heart. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed orc heart. * You've found the needed honey tree root. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed pouch of bone giant dust. * You've found the needed snow giant kidney. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within7 lumberjacks have died. | 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 |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | ![]() 4.0 T4 longbow 1H weapon [Ego++] Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 Proj.spd +200% While equipped: Stats +5 Cun dps ---------- Phys.crit +14.0% Phys.spd +10% Acc +9 (+3 eff.) Longbows are used to shoot arrows at your foes. |
Quiver | ![]() 3.0 T3 arrow ammo [Rare] Nature Power 32.0 - 44.8 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 15 Proj.spd +200% Ranged+ +33 lightning +20 physical On Hit.r1 +16 physical On Crit.r2 +17 lightning +20 acid While equipped: ---------- misc Reload +4 Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 2.0 T1 lite [Ego+] Nature/Master While equipped: ----- def ----- Max.HP +41.00 Blind- +21% Confus- +12% ---------- misc Light +7 See.Stealth +7 See.Invis +5 Track: Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 23 for 6 turns. The radius will increase with your Cunning. 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 | ![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Str +5 Dex +5 Mag +16 Con dps ---------- Res.pen +15% blight ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On feet | ![]() 0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+1 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.6 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Tool | ![]() 2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% mind +30% physical ----- def ----- Armour +6 Phys.save +12 (+6 eff.) Project a gust of wind in a cone knocking all creatures back 10 spaces and dealing 340 physical damage Puts all charms on 15 cooldown 100% to gain a 18% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-4 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 141.97 You won the Ring of Blood trial, and this is your reward. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) Max.HP +21.00 Disarm- +20% Pinning- +20% Knockbk- +20% Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +3 Con dps ---------- Crit.mult +12.00% Acc +6 (+2 eff.) Apr +11 ----- def ----- Resists +6% darkness +5% arcane Phys.save +7 (+4 eff.) Max.HP +41.00 HP.reg +3.00 Disarm- +20% ---------- misc Masteries +0.16 Cunning/Scoundrel Amulets make your neck look great! |
In main hand | ![]() 4.0 T5 longbow 2H weapon [Random Unique] Nature/Disrupt Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 Proj.spd +200% On Crit.r2 +99 fire While equipped: Stats +4 Str +5 Wil +6 Cun +8 Con dps ---------- Mind.pwr +20 (+7 eff.) All.spd +9% Res.pen +26% fire On Hit (Ranged): * 26 arcane resource burn ---------- misc Reload +4 Masteries +0.15 Wild-gift/Fungus +0.15 Wild-gift/Antimagic Regenerate 230 life over 5 turns Puts all charms on 20 cooldown Longbows are used to shoot arrows at your foes. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: Stats +3 Dex +7 Con dps ---------- Acc +15 (+4 eff.) ----- def ----- Armour +10 Hardiness +7% Fatigue +3% Resists +6% physical 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. |
Around waist | ![]() 1.0 T1 belt armor [Ego++] Master While equipped: Stats +4 Dex +4 Wil +8 Cun +6 Lck dps ---------- Against +16% Summoned ----- def ----- D.Red.from +16% Summoned Stealth +7 ---------- misc T.Disarm +7 Infravis +3 A belt that goes around your waist. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Crit.mult +20.00% Dmg.mod +6% physical Melee Ret 6 physical On Hit (Melee): * 20% chance to slow global speed by 53% ----- def ----- Defense +22 (+4 eff.) Resists +12% nature +13% blight 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. |
Main armor | ![]() 9.0 T4 light armor [Ego+] Nature While equipped: ----- def ----- Armour +7 Defense +12 (+2 eff.) Fatigue +8% Max.HP +47.00 HP.reg +8.50 Heal.mod +11% A suit of armour made of leather. |
Inventory
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 0 up to 5 times. Its effects scale with your Constitution 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 ring jewelry [Rare] Arcane While equipped: Stats +3 Str dps ---------- Dmg.mod +11% darkness +3% acid ----- def ----- Resists +22% darkness Phys.save +9 (+5 eff.) ---------- misc Stam/turn +2.00 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +3 Mag dps ---------- Melee+ 10 light Ranged+ 24 light Dmg.mod +13% light Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% lightning ----- def ----- Resists +20% lightning Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +11% arcane ----- def ----- Resists +11% arcane Spell.save +4 (+2 eff.) Rings make your fingers look great! |
![]() 3.0 T4 battleaxe 2H weapon Reqs Str 35 [Ego+] Nature Power 42.5 - 63.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% Melee+ +13 nature While equipped: Stats +16 Str +6 Dex +9 Mag +13 Wil +5 Cun +10 Con Massive two-handed battleaxes. |
![]() 4.0 T3 longbow 2H weapon [Ego++] Nature/Disrupt Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: Stats +14 Wil +3 Cun +14 Con dps ---------- Mind.pwr +11 (+4 eff.) On Hit (Ranged): * 15 arcane resource burn ----- def ----- Max.HP +47.00 ---------- misc Masteries +0.15 Wild-gift/Antimagic Longbows are used to shoot arrows at your foes. |
![]() 4.0 T2 longbow 2H weapon [Ego+] Nature/Disrupt Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 On Crit.r2 +12 lightning +21 cold While equipped: dps ---------- Mov.spd +30% Res.pen +8% lightning +8% cold ----- def ----- Resists +11% acid +12% lightning +14% cold +11% fire +3% all Spell.save +8 (+4 eff.) Longbows are used to shoot arrows at your foes. |
![]() 1.0 T3 belt armor [Ego++] Nature/Master While equipped: Stats +5 Wil +4 Cun +3 Con dps ---------- Mind.pwr +5 (+2 eff.) Against +29% Summoned ----- def ----- D.Red.from +21% Summoned Mind.save +8 (+4 eff.) A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +3 Cun +3 Wil dps ---------- Against +18% Summoned ----- def ----- Resists +6% blight D.Red.from +17% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Phys.crit +1.0% Res.pen +10% physical ----- def ----- Phys.save +9 (+5 eff.) Max.HP +32.00 Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Stam/turn +2.00 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +7 Con dps ---------- Crit.mult +10.00% Phys.pwr +10 (+5 eff.) Dmg.mod +3% physical ----- def ----- Defense +7 (+1 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. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +3 Con +3 Mag dps ---------- Melee Ret 4 nature ----- def ----- Defense +1 (+0 eff.) Max.HP +32.00 ---------- misc Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloth armor [Rare] Arcane While equipped: Stats +7 Mag +4 Wil dps ---------- Spell.pwr +8 (+2 eff.) S.pwr/crit +4 ----- def ----- Defense +30 (+6 eff.) Resists +9% fire +6% mind +11% all Poison- +20% Silence- +49% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 feet armor [Ego+] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +5 Resists +6% acid +6% fire +6% lightning +6% cold A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +3 HP.reg +4.00 Heal.mod +12% ---------- misc Stam/turn +0.70 Max.stam +22.00 A pair of boots made of leather. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +4 Mag +2 Wil +4 Con dps ---------- Dmg.mod +9% acid Res.pen +20% fire Acc +8 (+2 eff.) Melee Ret 10 acid 4 fire ----- def ----- Armour +2 Fatigue +3% Crit.chn- 15.00% Phys.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Disarm- +36% ---------- misc Light +3 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. |
![]() 1.0 T2 hands armor [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.pwr +7 (+2 eff.) Melee+ 4 arcane Dmg.mod +5% arcane ----- def ----- Armour +2 Resists +5% arcane Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 35.08 to 105.25 lightning damage (70.17 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
![]() 2.0 T3 head armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +7 (+2 eff.) Dmg.mod +12% nature +12% fire Res.pen +15% nature On Hit (Melee): * 20% chance to slow global speed by 53% ----- def ----- Defense +2 (+0 eff.) Resists +3% fire ---------- misc Mana/turn +1.90 Mana/ret +1.00 Max.mana +63.00 Manaflow: Puts all charms on 40 cooldown Level 1.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Engulf yourself in a surge of mana, quickly restoring 7 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Ego+] Master While equipped: Stats +6 Str +7 Dex ----- def ----- Armour +3 Fatigue +3% 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 89.1 Physical damage. If the attack hits, the target is confused (43% 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. |
![]() 9.0 T4 light armor [Ego++] Nature/Master While equipped: dps ---------- Phys.crit +5.0% Crit.mult +14.00% Phys.pwr +7 (+3 eff.) Melee+ 7 fire Ranged+ 6 fire ----- def ----- Armour +17 Defense +12 (+2 eff.) Fatigue +8% Resists +12% fire +22% physical A suit of armour made of leather. |
![]() 3.0 T3 arrow ammo [Rare] Psionic Power 35.0 - 49.0 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +2.0% Capacity 23 Proj.spd +200% Ranged+ +8 blight +29 physical On Hit: * 20% chance to reduce armor by 17% * 20% chance to knock the target back 3 spaces and deal 162 physical damage While equipped: ---------- misc Reload +4 Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T3 arrow ammo [Ego++] Nature/Master Power 48.5 - 67.9 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +14.0% Capacity 18 On Hit: * 20% chance to create vines that bind the target to the ground dealing 162 nature damage and pinning them for 3 turns On Crit: * Wound the target dealing 141 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T2 arrow ammo [Rare] Nature Power 19.0 - 26.6 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 21 Proj.spd +200% Ranged+ +8 blight +20 arcane +20 lightning On Hit.r1 +20 lightning On Crit.r2 +12 lightning On Hit: * 20% chance to reduce all saves and defense by 26 * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 101 physical damage Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T3 arrow ammo [Rare] Master Power 43.0 - 60.2 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +13.0% Capacity 21 On Crit.r2 +20 darkness +8 light On Hit: * 20% chance to reduce damage dealt by 21% On Crit: * Wound the target dealing 141 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T3 arrow ammo [Rare] Master Power 47.0 - 65.8 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +19.0% Capacity 23 Ranged+ +20 blight +20 mind +20 arcane On Hit.r1 +8 mind +8 temporal On Crit.r2 +8 mind +12 temporal On Crit: * Wound the target dealing 141 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 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 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+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.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T3 digger tool [Random Unique] Arcane/Nature/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +3% darkness Res.pen +25% darkness On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 8 On Melee Ret: * 30% chance to reduce strength, dexterity, and constitution by 8 * 31% chance to reduce damage dealt by 21% ----- def ----- Resists +19% darkness +7% fire Affinity +15% darkness ---------- misc Spell.cld 10% Infravis +5 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +6% darkness Res.pen +5% lightning Melee Ret 4 darkness ----- def ----- Resists +6% blight +6% nature +21% lightning HP.reg +2.00 ---------- 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. |
![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(71 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 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 10 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. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 wand charm [Rare] Arcane While equipped: Stats +2 Str +6 Dex dps ---------- Dmg.mod +12% cold Res.pen +15% cold Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Keker the Halfling Adventurer level 17
40th Dusk 122nd year of Ascendancy at 03:48 see stats
By Keker the Halfling Adventurer level 18
51st Dusk 122nd year of Ascendancy at 18:51 see stats
By Keker the Halfling Adventurer level 22
9th Haze 122nd year of Ascendancy at 19:44 see stats
By Keker the Halfling Adventurer level 20
72nd Dusk 122nd year of Ascendancy at 20:27 see stats
By Keker the Halfling Adventurer level 10
9th Mirth 122nd year of Ascendancy at 02:10 see stats
By Keker the Halfling Adventurer level 20
72nd Dusk 122nd year of Ascendancy at 16:02 see stats
By Keker the Halfling Adventurer level 30
7th Flare 123rd year of Ascendancy at 00:49 see stats
By Keker the Halfling Adventurer level 18
58th Dusk 122nd year of Ascendancy at 06:40 see stats
By Keker the Halfling Adventurer level 26
6th Decay 122nd year of Ascendancy at 18:34 see stats
By Keker the Halfling Adventurer level 7
79th Pyre 122nd year of Ascendancy at 08:15 see stats
By Keker the Halfling Adventurer level 13
6th Flare 122nd year of Ascendancy at 22:31 see stats
By Keker the Halfling Adventurer level 26
7th Decay 122nd year of Ascendancy at 06:05 see stats
By Keker the Halfling Adventurer level 17
40th Dusk 122nd year of Ascendancy at 08:33 see stats
Log
Maulotaur casts Fireflash.
Keker uses Infusion: Wild.
Keker lessens the pain.
Keker is confused and fails to use Shoot.
Keker seems more focused.
Haunted from Zubonor the copperhead snake hits Keker for 12 mind, 11 darkness (24 total damage).
Shadow casts Fade.
Shadow fades!
Keker tries to evade attacks.
Maulotaur's Fireflash hits Shadow for 0 fire damage.
Maulotaur's Fireflash hits Zubonor the copperhead snake for 214 fire damage.
Maulotaur's Fireflash hits Shadow for 0 fire damage.
Maulotaur's Fireflash hits Keker for 150 fire damage.
Maulotaur's Fireflash hits Shadow for 0 fire damage.
Maulotaur's Fireflash hits Shadow for 0 fire damage.
Zubonor the copperhead snake uses Willful Strike.
Keker was blasted into Shadow!
Shadow was blasted back 2 spaces!
Zubonor the copperhead snake hits Shadow for 0 physical damage.
Zubonor the copperhead snake hits Keker for 158 physical, 22 physical (180 total damage).
Keker evades Maulotaur.
Shadow casts Shadow Flames.
Shadow's spell attains critical power!
Shadow casts Shadow Flames.
Shadow casts Shadow Lightning.
Shadow hits Keker for 177 fire damage.
Shadow hits Keker for 126 fire damage.
Shadow hits Keker for 128 lightning damage.
Keker the level 30 halfling adventurer was electrocuted to death by a shadow on level 4 of Banik.