












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:
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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 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 Adventure |
Sex | Female |
Race | Ogre |
Class | Rogue |
Level / Exp | 26 / 46% |
Size | big |
Lifes / Deaths | Killed by Silesemina the thief at level 16 on the 10th Dusk 122nd year of Ascendancy at 14:33 0 / 7Killed by Bethithra the ghast at level 23 on the 73rd Dusk 122nd year of Ascendancy at 19:56 Killed by Betelrarin the rogue sapper at level 23 on the 74th Dusk 122nd year of Ascendancy at 02:10 Killed by Grand Corruptor at level 24 on the 77th Dusk 122nd year of Ascendancy at 12:38 Killed by Isloma the netherworm mass at level 24 on the 20th Haze 122nd year of Ascendancy at 02:17 Killed by elven blood mage at level 25 on the 35th Haze 122nd year of Ascendancy at 02:58 Killed by orc cryomancer at level 26 on the 36th Haze 122nd year of Ascendancy at 19:43 |
Primary Stats
Strength | 37 (base 11) |
Dexterity | 73 (base 49) |
Constitution | 22 (base 10) |
Magic | 38 (base 10) |
Willpower | 30 (base 10) |
Cunning | 86 (base 57) |
Resources
Life | -246/701 |
Stamina | 225/265 |
Healing Factor | 1.2224166372473 |
Regeneration | 13.752187169032 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 3 |
See Invisible | 24 |
Offense: Mainhand
Damage | 50 |
Accuracy | 58 |
Crit Chance | 44% |
APR | 21 |
Speed | 1.00 |
Offense: Offhand
Damage | 65 |
Accuracy | 58 |
Crit Chance | 45% |
APR | 24 |
Speed | 1.00 |
Offense: Spell
Spellpower | 46 |
Crit Chance | 29% |
Speed | 1 |
Offense: Mind
Mindpower | 45 |
Crit Chance | 30% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +12% |
Mind | +18% |
Darkness | +6% |
Physical | +10% |
Cold | +15% |
All | 0% |
Offense: Damage Penetration
Darkness | +25% |
Mind | +15% |
Blight | +10% |
Physical | +30% |
Cold | +20% |
All | 0% |
Defense: Base
Armour (hardiness) | 19 (30%) |
Defense | 42 |
Ranged Defense | 42 |
Fatigue | 17 |
Physical Save | 26 |
Spell Save | 37 |
Mental Save | 44 |
Defense: Resistances
Lightning | + 12%( 70%) |
Light | + 9%( 70%) |
Cold | + 9%( 70%) |
Nature | + 15%( 70%) |
Physical | + 7%( 70%) |
Mind | + 9%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Pinning Resistance | 0% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 249 damage for 3 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 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. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 7 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 21%, your defense is increased by 21 and all your resistances by 21%. Its effects scale with your Dexterity stat. |
Class Talents
Cunning / Stealth | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Duelist | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Technique / Assassination | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.54 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 5/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Dreadfell. Escort: lost defiler (level 4 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Scintillating Caves. Escort: lost tinker (level 3 of Scintillating Caves)As a reward you improved Cunning by +5. | done |
You failed to protect the repented thief from death by Porilaith the forest wight. Escort: repented thief (level 5 of Dreadfell) | failed |
You failed to protect the temporal explorer from death by Shardskin. Escort: temporal explorer (level 4 of Old Forest) | failed |
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 have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
On feet | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Str +2 Dex +3 Cun dps ---------- Crit.mult +15.00% Dmg.mod +9% cold Acc +5 (+2 eff.) ----- def ----- Armour +3 Fatigue +2% Disengage: Puts all charms on 15 cooldown Level 1.3 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 2 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 87% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 3.0 T1 shot ammo [Rare] Master Power 13.0 - 15.6 Physical Uses 50% Cun, 50% Mag, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 44 Ranged+ +8 mind On Crit.r2 +12 cold On Hit: * 20% chance to slow global speed by 55% * 10 arcane resource burn While equipped: ---------- misc Reload +2 Shots are used with slings to pummel your foes to death. |
Light source | ![]() 2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- 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 | ![]() 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 (+5 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
On hands | ![]() 1.0 T2 hands armor [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +10 (+2 eff.) Res.pen +10% darkness ----- def ----- Armour +2 Resists +9% nature Mind.save +9 (+3 eff.) Die.at -40.00 life HP.reg +4.00 Knockbk- +20% Unarmed combat: Power 24.0 - 26.4 Physical Uses 40% Str, 40% Dex, 50% Mag 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +4 Wil dps ---------- Crit.mult +20.00% Dmg.mod +6% darkness Res.pen +15% darkness ----- def ----- Armour +4 Defense +5 (+2 eff.) Resists +5% physical Mind.save +6 (+2 eff.) ---------- misc Max.hate +2.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +8 Cun +2 Str ----- def ----- Defense +10 (+3 eff.) Crit.chn- 10.00% ---------- misc Light +3 See.Invis +12 Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +4 Dex dps ---------- Crit.mult +10.00% Dmg.mod +12% mind +6% cold ----- def ----- Max.HP +42.00 HP.reg +7.00 Heal.mod +12% ---------- misc Infravis +3 See.Invis +9 Rings make your fingers look great! |
Around neck | ![]() 0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +8 Dex dps ---------- Phys.pwr +15 (+4 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 23% ----- def ----- Resists +2% physical ---------- misc Max.stam +20.00 Masteries +0.24 Cunning/Survival Amulets make your neck look great! |
In main hand | ![]() 3.0 T2 waraxe 1H weapon [Rare] Arcane Power 15.0 - 21.0 Physical Uses 50% Mag, 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 79 damage While equipped: dps ---------- Phys.pwr +15 (+4 eff.) Res.pen +20% physical Acc +15 (+4 eff.) ----- def ----- Resists +6% nature ---------- misc Max.stam +20.00 One-handed war axes. |
Around waist | ![]() 1.0 T3 belt armor [Rare] Nature While equipped: Stats +3 Str +6 Dex +3 Con dps ---------- Phys.pwr +10 (+2 eff.) Mind.pwr +5 (+1 eff.) Res.pen +10% physical ----- def ----- Mind.save +7 (+3 eff.) ---------- misc Stam/turn +2.00 A belt that goes around your waist. |
In off hand | ![]() 1.0 T2 dagger 1H weapon [Rare] Nature Power 11.0 - 14.3 Physical Uses 50% Cun, 50% Mag, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +20 light While equipped: Stats +4 Str +5 Dex +5 Mag +8 Wil +6 Cun +4 Con ----- def ----- Resists +9% light Crit.chn- 5.00% ---------- misc See.Invis +3 Sharp, short and deadly. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Crit.mult +19.00% Dmg.mod +12% lightning +6% mind Res.pen +15% mind +20% cold Acc +9 (+3 eff.) Apr +8 ----- def ----- Defense +2 (+1 eff.) Resists +9% mind +9% cold Stealth +8 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 T2 light armor [Rare] Arcane While equipped: Stats +3 Str +6 Mag +6 Wil dps ---------- Phys.crit +7.0% Spell.crit +5% Mind.crit +6% Phys.pwr +14 (+3 eff.) Spell.pwr +42 (+14 eff.) Mind.pwr +15 (+5 eff.) Res.pen +10% blight ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +12% lightning ---------- misc Mana/s.crit +2.00 Vim/s.crit +2.00 A suit of armour made of leather. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 164 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+5 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Str dps ---------- Dmg.mod +6% light ----- def ----- Resists +6% darkness ---------- misc Light +1 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego++] Arcane While equipped: Stats +2 Mag dps ---------- Spell.crit +3% Spell.pwr +4 (+2 eff.) Melee+ 7 light 8 darkness Dmg.mod +12% darkness +5% temporal +13% light +4% physical On Melee Ret: * 6% chance to reduce damage dealt by 23% * 7% chance to blind Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+1 eff.) HP.reg +1.00 Stun/Frz- +20% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) Rings make your fingers look great! |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane Potentially it would go with a sword in the future. Power 25.0 - 32.5 Physical Uses 0% Cun, 100% Mag, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+3 eff.) Spell.save +10 (+4 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
![]() 1.0 T2 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 65% Dex, 35% Cun, 50% Mag Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+3 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
![]() 1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 55% Dex, 45% Cun, 50% Mag Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+5 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
![]() 1.0 T1 dagger 1H weapon [Normal] Power 9.5 - 12.3 Physical Uses 50% Dex, 50% Cun, 50% Mag Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
![]() 1.0 T1 dagger 1H weapon [Ego] Master Power 14.5 - 18.9 Physical Uses 50% Dex, 50% Cun, 50% Mag Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
![]() 3.0 T4 greatsword 2H weapon [Ego++] Nature/Master Power 45.0 - 72.0 Physical Uses 50% Mag, 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Crit.r2 +9 acid +45 nature While equipped: dps ---------- Res.pen +21% acid +13% nature +13% all Acc +19 (+5 eff.) Apr +25 Massive two-handed swords. |
![]() 3.0 T1 longsword 1H weapon [Rare] Psionic Power 11.5 - 16.1 Physical Uses 50% Mag, 100% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +6 mind On Hit: * 10% chance to reduce all saves and defense by 28 While equipped: Stats +5 Dex +1 Wil +3 Cun +1 Con dps ---------- Crit.mult +5.00% Melee Ret 6 mind ----- def ----- Crit.chn- 5.00% Sharp, long, and deadly. |
![]() 3.0 T1 mace 1H weapon [Ego] Master Power 12.0 - 16.8 Physical Uses 50% Mag, 100% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% While equipped: dps ---------- Acc +5 (+2 eff.) ----- def ----- Defense +5 (+2 eff.) Disarm- +20% Blunt and deadly. |
![]() 3.0 T3 mace 1H weapon [Normal] Power 28.0 - 39.2 Physical Uses 50% Mag, 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Blunt and deadly. |
![]() 1.0 T1 belt armor [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Spell.pwr +3 (+1 eff.) Mind.pwr +5 (+1 eff.) Res.pen +5% mind ----- def ----- Crit.chn- 15.00% Mind.save +6 (+2 eff.) A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Defense +10 (+3 eff.) Resists +3% blight +6% fire +5% arcane Max.HP +80.00 HP.reg +0.60 Heal.mod +11% A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Ego] Master While equipped: Stats +2 Str +2 Con ----- def ----- Defense +6 (+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. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +3% mind +10% cold +5% arcane +9% light HP.reg +4.00 Knockbk- +10% ---------- misc Psi/ret +0.04 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 [Ego] Master While equipped: ----- def ----- Armour +5 Defense +1 (+0 eff.) Resists +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +3% darkness Melee Ret 2 physical ----- def ----- Armour +3 Fatigue -2% Resists +3% darkness Phys.save +6 (+3 eff.) ---------- misc Max.enc +20 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T2 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 7 physical Dmg.mod +9% temporal +5% physical Res.pen +10% mind Melee Ret 6 physical ----- def ----- Armour +9 Resists +3% mind +1% physical Die.at -20.00 life Unarmed combat: Power 17.5 - 19.2 Physical Uses 40% Str, 40% Dex, 50% Mag 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Hit.r1 +8 physical On Crit.r2 +7 physical On Hit: 10% Sand Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T1 hands armor [Rare] Master While equipped: ----- def ----- Armour +5 Mind.save +6 (+2 eff.) Die.at -80.00 life Max.HP +42.00 HP.reg +4.00 Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Hate/m.crit +5.00 Unarmed combat: Power 12.5 - 13.8 Physical Uses 40% Str, 40% Dex, 50% Mag 40% Cun Acc+ +0.2% crit chance (max 25%) Acc +5 Apr +1 Crit +1.0% Atk.spd 100% On Hit: 10% Battle Shout 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Str +3 Dex +11 Cun ----- def ----- Armour +1 Fatigue +1% Phys.save +6 (+3 eff.) ---------- misc Light +2 Infravis +2 Cooldown Double Strike -1 Unarmed combat: Power 10.5 - 14.7 Physical Uses 40% Str, 40% Dex, 50% Mag 40% Cun Acc+ +0.2% base dam (max 20%) Acc +5 Apr +3 Crit +7.0% Atk.spd 83% On Hit: 10% Set Up 1 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +1 Fatigue +1% Unarmed combat: Power 15.5 - 21.7 Physical Uses 40% Cun, 40% Str, 50% Mag 40% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T5 head armor [Random Unique] Nature/Psionic While equipped: Stats +10 Cun dps ---------- Dmg.mod +17% fire Res.pen +5% lightning +15% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 23% ----- def ----- Defense +3 (+1 eff.) Resists +3% lightning +38% fire +11% cold Mind.save +13 (+5 eff.) A pointy cloth hat, very wizardly... |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str ----- def ----- Armour +3 Fatigue +5% Resists +5% arcane +3% darkness Max.HP +20.00 Cut- +20% Confus- +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +5 Str +5 Mag +5 Wil dps ---------- Phys.crit +6.0% Spell.crit +6% Mind.crit +6% Phys.pwr +14 (+3 eff.) Spell.pwr +13 (+5 eff.) Mind.pwr +12 (+4 eff.) Dmg.mod +3% darkness +12% cold Res.pen +25% cold On Hit (Melee): * 20% chance to reduce all saves and defense by 28 ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +12% lightning +3% cold A suit of armour made of mail. |
![]() 9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+5 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 25 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 57.51 to 172.53 lightning damage (115.02 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
![]() 9.0 T1 light armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +10% blight +16% fire +11% nature A suit of armour made of leather. |
![]() 9.0 T3 light armor [Ego+] Nature/Psionic While equipped: Stats +2 Wil ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +12% blight +12% darkness +7% mind Mind.save +12 (+4 eff.) ---------- misc Light +2 A suit of armour made of leather. |
![]() 9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
![]() 17.0 T3 massive armor Reqs Massive armour training [Ego+] Nature While equipped: ----- def ----- Armour +11 Fatigue +22% Max.HP +31.00 HP.reg +4.00 Heal.mod +12% A suit of armour made of metal plates. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: 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. |
![]() 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.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T3 digger tool [Random Unique] Nature/Master While equipped: Stats +4 Str +3 Con dps ---------- Dmg.mod +6% nature ----- def ----- Resists +12% fire +12% nature +3% temporal Spell.save +3 (+2 eff.) Max.HP +25.00 ---------- misc Max.stam +17.00 Light +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all 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 (+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. |
![]() 0.0 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. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- 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. |
![]() 0.0 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. |
![]() 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 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. |
![]() 2.0 T4 torque charm [Random Unique] Psionic While equipped: Stats +6 Mag dps ---------- Spell.crit +3% S.pwr/crit +2 ----- def ----- Disease- +15% Def/telep +5 Res/telep +5% Dur/telep +5% Project a gust of wind in a cone knocking all creatures back 11 spaces and dealing 374 physical damage Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 3. 100% to heal for 42. Torques are made by powerful psionics to store psionic powers. It was changed by the digestive sack. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 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. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Kopytko the Ogre Rogue level 17
13rd Dusk 122nd year of Ascendancy at 22:54 see stats
By Kopytko the Ogre Rogue level 21
29th Dusk 122nd year of Ascendancy at 06:50 see stats
By Kopytko the Ogre Rogue level 10
3rd Summertide 122nd year of Ascendancy at 09:04 see stats
By Kopytko the Ogre Rogue level 20
28th Dusk 122nd year of Ascendancy at 21:02 see stats
By Kopytko the Ogre Rogue level 24
14th Haze 122nd year of Ascendancy at 12:14 see stats
By Kopytko the Ogre Rogue level 24
9th Haze 122nd year of Ascendancy at 17:20 see stats
By Kopytko the Ogre Rogue level 15
8th Dusk 122nd year of Ascendancy at 10:30 see stats
Log
Kopytko uses Throwing Knives.
Orc pyromancer casts Flame.
Kopytko is on fire!
Orc pyromancer hits Kopytko for 142 fire damage.
Kopytko's Throwing Knife performs a melee critical strike against Orc cryomancer!
Burning Shock from Orc pyromancer hits Kopytko for 49 fire damage.
Burning from Orc pyromancer hits Kopytko for 57 fire damage.
Kopytko's Throwing Knife hits Orc cryomancer for (310 stormshielded), 0 physical (0 total damage).
Orc cryomancer casts Ice Storm.
Orc pyromancer calms down.
Orc cryomancer's ice storm area effect hits Orc pyromancer for 44 cold damage.
Burning Shock from Orc pyromancer hits Kopytko for 44 fire damage.
Burning from Orc pyromancer hits Kopytko for 51 fire damage.
Orc cryomancer's storm dissipates.
Orc pyromancer is encased in ice!
Orc cryomancer's ice storm area effect hits Orc pyromancer for 44 cold damage.
Orc cryomancer's ice storm area effect hits Kopytko for 80 cold damage.
Kopytko is not stunned anymore.
Burning from Orc pyromancer hits Iceblock for 37 fire damage.
Orc cryomancer casts Tidal Wave.
A wave of icy water erupts from the ground!
Orc cryomancer's ice storm area effect hits Orc pyromancer for (18 to ice), 27 cold (27 total damage).
Kopytko stops burning.
Orc cryomancer casts Freeze.
Orc cryomancer roars triumphantly.
Orc cryomancer hits Kopytko for 256 cold damage.
Kopytko the level 26 ogre rogue was iced to death by an orc cryomancer on level 7 of Dreadfell.