










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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! 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:
|
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Higher |
Class | Reaver |
Level / Exp | 21 / 54% |
Size | medium |
Lifes / Deaths | Killed by Vorokira the large brown snake at level 7 on the 76th Pyre 122nd year of Ascendancy at 20:45 0 / 7Killed by shadowblade at level 11 on the 6th Mirth 122nd year of Ascendancy at 06:23 Killed by Elemina the shadowblade at level 12 on the 6th Mirth 122nd year of Ascendancy at 09:44 Killed by Godll at level 14 on the 5th Flare 122nd year of Ascendancy at 10:41 Killed by snow giant thunderer at level 19 on the 23rd Dusk 122nd year of Ascendancy at 04:48 Killed by Celia at level 21 on the 65th Haze 122nd year of Ascendancy at 03:15 Killed by Celia at level 21 on the 65th Haze 122nd year of Ascendancy at 04:46 |
Primary Stats
Strength | 44 (base 32) |
Dexterity | 16 (base 11) |
Constitution | 26 (base 19) |
Magic | 68 (base 50) |
Willpower | 27 (base 10) |
Cunning | 34 (base 10) |
Resources
Life | -186/557 |
Vim | 127/318 |
Healing Factor | 1.1316586254955 |
Regeneration | 4.8095491583559 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 5 |
Infravision | 15 |
Offense: Mainhand
Damage | 52 |
Accuracy | 38 |
Crit Chance | 17% |
APR | 8 |
Speed | 1.00 |
Offense: Offhand
Damage | 36 |
Accuracy | 38 |
Crit Chance | 14% |
APR | 9 |
Speed | 1.00 |
Offense: Spell
Spellpower | 47 |
Crit Chance | 14% |
Speed | 1 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Physical | +24% |
Acid | +15% |
Cold | +15% |
Darkness | +15% |
Blight | +15% |
Arcane | +3% |
Mind | +11% |
All | 0% |
Offense: Damage Penetration
Physical | +16% |
Mind | +16% |
All | +6% |
Defense: Base
Armour (hardiness) | 26 (38.594633868923%) |
Defense | 39 |
Ranged Defense | 39 |
Fatigue | 0 |
Physical Save | 39 |
Spell Save | 46 |
Mental Save | 36 |
Defense: Resistances
Acid | + 26%( 70%) |
Blight | + 27%( 70%) |
Arcane | + 28%( 70%) |
Cold | + 42%( 70%) |
All | + 13%( 70%) |
Darkness | + 42%( 70%) |
Light | + 21%( 70%) |
Physical | + 23%( 70%) |
Mind | + 21%( 70%) |
Nature | + 27%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 300 life over 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 254 damage for 3 turns. Its effects scale with your Magic 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. |
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 89 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Class Talents
Corruption / Scourge | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Reaving combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Rot | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Vim | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Sanguisuge | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Bone | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Corruption / Plague | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Generic Talents
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Corruption / Torment | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. | active |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Magic 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 Shardskin. * 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 fire 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 Shade. | 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. | 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. * 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed orc heart. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed ice ant stinger. * You've found the needed snow giant kidney. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed xorn fragment. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | 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 within6 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | ![]() 1.0 T3 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +6% mind Melee Ret 4 cold ----- def ----- Resists +9% light +9% mind Max.HP +40.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
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 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+5 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 | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane While equipped: Stats +4 Mag +3 Wil dps ---------- Spell.pwr +9 (+3 eff.) Melee+ 6 blight 5 arcane 9 darkness Dmg.mod +4% blight +3% arcane +5% darkness ----- def ----- Armour +2 Fatigue +3% Resists +5% blight +4% arcane +6% darkness Spell.save +3 (+1 eff.) ---------- misc Max.vim +40.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +2 Cun dps ---------- Acc +5 (+2 eff.) ----- def ----- Defense +15 (+5 eff.) Resists +6% darkness Spell.save +15 (+5 eff.) Mind.save +6 (+3 eff.) Die.at -80.00 life HP.reg +4.00 ---------- misc Infravis +4 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +11% blight ----- def ----- Resists +11% blight Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+6 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 50 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Around neck | ![]() 0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
In main hand | ![]() 3.0 T1 waraxe 1H weapon [Ego++] Arcane/Master Power 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +6 blight On Hit: 20% Epidemic 1 On Hit: * 6% chance to reduce strength, dexterity, and constitution by 24 While equipped: dps ---------- Res.pen +6% all Acc +6 (+2 eff.) Apr +6 ----- def ----- Disease- +15% One-handed war axes. |
Around waist | ![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Dex +5 Cun +7 Lck dps ---------- Phys.crit +4.0% Dmg.mod +9% physical ----- def ----- Phys.save +12 (+4 eff.) Stealth +8 ---------- misc T.Disarm +20 Stam/turn +3.00 Infravis +4 A belt that goes around your waist. |
In off hand | ![]() 3.0 T2 mace 1H weapon [Rare] Master Power 21.5 - 30.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% While equipped: Stats +3 Mag +1 Wil +4 Cun +2 Con dps ---------- On Hit (Melee): * 10% chance to slow global speed by 46% ----- def ----- Resists +6% nature Blunt and deadly. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +15% acid Melee Ret 2 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +6% darkness +13% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+4 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+4 eff.) Send out a range 5 beam of kinetic energy, dealing 35.05 to 43.81 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Inventory
![]() 0.1 T1 amulet jewelry [Ego+] Nature While equipped: Stats +6 Lck dps ---------- Acc +5 (+2 eff.) ----- def ----- Defense +6 (+2 eff.) Unseen.red 11% Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.20 Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +20.00 Disarm- +20% Pinning- +21% Knockbk- +21% Rings make your fingers look great! |
![]() 3.0 T3 battleaxe 2H weapon [Ego] Nature/Psionic Power 32.5 - 48.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +10 darkness +12 nature Against +12% Living Massive two-handed battleaxes. |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego++] Arcane/Master Power 17.0 - 22.1 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * Create an explosion dealing 81 cold damage (1/turn) On Crit: * Wound the target dealing 178 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +8 (+3 eff.) Dmg.mod +6% cold Res.pen +7% cold Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego+] Arcane/Master Power 36.0 - 46.8 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: Stats +1 Mag +5 Wil +2 Con dps ---------- Phys.pwr +8 (+3 eff.) Spell.pwr +6 (+2 eff.) Res.pen +8% physical ----- def ----- Disarm- +24% Sharp, short and deadly. |
![]() 4.0 T2 longbow 2H weapon Reqs Shoot [Ego] Nature/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 While equipped: Stats +5 Dex +2 Con dps ---------- Res.pen +9% physical ---------- misc Masteries +0.15 Wild-gift/Fungus Regenerate 152 life over 5 turns Puts all charms on 20 cooldown Longbows are used to shoot arrows at your foes. |
![]() 4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Ranged+ +8 acid While equipped: dps ---------- Dmg.mod +17% acid Longbows are used to shoot arrows at your foes. |
![]() 3.0 T2 longsword 1H weapon [Ego] Arcane Power 18.0 - 25.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 135 damage over 5 turns and reducing armor and accuracy by 17 Sharp, long, and deadly. |
![]() 3.0 T1 longsword 1H weapon [Ego+] Arcane/Psionic Power 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) * 25% chance for lightning to strike from the target to a second target dealing 81 damage Sharp, long, and deadly. |
![]() 3.0 T1 mace 1H weapon [Ego] Arcane Power 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Melee+ +5 light Against +7% Undead Blunt and deadly. |
![]() 5.0 T2 staff 2H weapon [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Mag +1 Wil dps ---------- Spell.crit +2% Spell.pwr +9 (+3 eff.) Dmg.mod +15% blight ---------- misc Max.mana +16.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T1 waraxe 1H weapon [Rare] Nature Power 10.0 - 14.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +6 nature While equipped: ----- def ----- Resists +3% fire +3% darkness +6% cold Mind.save +12 (+5 eff.) One-handed war axes. |
![]() 3.0 T1 waraxe 1H weapon [Normal] Power 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% One-handed war axes. |
![]() 3.0 T2 waraxe 1H weapon [Rare] Master Power 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +12 blight While equipped: dps ---------- Dmg.mod +3% acid +3% blight Res.pen +15% darkness +7% all Acc +9 (+3 eff.) Apr +5 Melee Ret 10 acid ----- def ----- Resists +3% acid One-handed war axes. |
![]() 1.0 T3 belt armor [Ego+] Master While equipped: Stats +4 Dex +4 Cun +6 Lck ----- def ----- Stealth +8 ---------- misc T.Disarm +5 Infravis +3 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +3 (+1 eff.) ----- def ----- Resists +5% fire +5% cold Mind.save +5 (+3 eff.) A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +1 Str +1 Con ----- def ----- Defense +1 (+1 eff.) Max.HP +33.00 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: Stats +1 Str +2 Con ----- 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. |
![]() 2.0 T3 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +7% blight +11% all Max.HP +72.00 HP.reg +2.20 Heal.mod +13% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +1 Wil dps ---------- Dmg.mod +3% light Res.pen +10% light Melee Ret 6 light ----- def ----- Armour +4 Fatigue +3% ---------- misc Stam/turn +0.50 Max.stam +16.00 Infravis +2 See.Invis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T1 feet armor [Ego] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +1 A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 ---------- misc Stam/turn +0.30 Max.stam +11.00 A pair of boots made of leather. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Str ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Con ----- def ----- Armour +3 Fatigue +5% Phys.save +11 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: ----- def ----- Armour +17 Defense +3 (+1 eff.) Fatigue +12% Max.HP +20.00 HP.reg +3.00 Heal.mod +11% A suit of armour made of mail. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +17% fire A suit of armour made of mail. |
![]() 9.0 T3 light armor [Ego++] Master While equipped: Stats +6 Cun +5 Dex dps ---------- Phys.crit +4.0% Crit.mult +11.00% Phys.pwr +7 (+3 eff.) ----- def ----- Armour +11 Defense +11 (+4 eff.) Fatigue +8% A suit of armour made of leather. |
![]() 9.0 T2 light armor [Ego] Arcane While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +11% light +11% darkness A suit of armour made of leather. |
![]() 9.0 T3 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +18% fire HP.reg +2.80 ---------- misc Stam/turn +1.00 A suit of armour made of leather. |
![]() 3.0 T2 arrow ammo [Ego] Master Power 29.0 - 40.6 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Acc +9 Apr +7 Crit +1.5% Capacity 13 Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T3 arrow ammo Reqs Dex 24 [Ego+] Master/Psionic Power 33.5 - 46.9 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Acc +11 Apr +10 Crit +2.0% Capacity 18 Ranged+ +12 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 119 physical damage 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [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. |
![]() 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 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 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 [Ego] Master While equipped: ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 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. |
![]() 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 Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 wand charm [Ego] Arcane 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 heal for 30. 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% 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 Godll the Higher Reaver level 15
8th Dusk 122nd year of Ascendancy at 21:09 see stats
By Godll the Higher Reaver level 17
22nd Dusk 122nd year of Ascendancy at 04:41 see stats
By Godll the Higher Reaver level 20
17th Haze 122nd year of Ascendancy at 09:55 see stats
By Godll the Higher Reaver level 20
63rd Dusk 122nd year of Ascendancy at 22:36 see stats
By Godll the Higher Reaver level 21
17th Haze 122nd year of Ascendancy at 21:47 see stats
By Godll the Higher Reaver level 10
77th Pyre 122nd year of Ascendancy at 10:54 see stats
By Godll the Higher Reaver level 20
56th Dusk 122nd year of Ascendancy at 14:45 see stats
By Godll the Higher Reaver level 19
50th Dusk 122nd year of Ascendancy at 20:51 see stats
By Godll the Higher Reaver level 15
9th Flare 122nd year of Ascendancy at 11:00 see stats
By Godll the Higher Reaver level 16
18th Dusk 122nd year of Ascendancy at 06:49 see stats
By Godll the Higher Reaver level 19
56th Dusk 122nd year of Ascendancy at 03:33 see stats
By Godll the Higher Reaver level 19
23rd Dusk 122nd year of Ascendancy at 09:47 see stats
By Godll the Higher Reaver level 21
65th Haze 122nd year of Ascendancy at 03:16 see stats
Log
Talent Virulent Strike is ready to use.
Celia hits Godll for 190 darkness damage.
Spikes of Decrepitude hits Godll for 19 cold, 17 darkness (35 total damage).
Epidemic from Godll hits Celia for 21 blight damage.
Godll casts Epidemic.
Celia shrugs off Godll's 'Epidemic'!
Bone Spike hits Armoured skeleton warrior for 14 physical damage.
Armoured skeleton warrior is free from the acid.
Weakness Disease from Godll hits Armoured skeleton warrior for 26 blight damage.
Acid Splash from Godll hits Armoured skeleton warrior for 7 acid damage.
Epidemic from Godll hits Armoured skeleton warrior for 20 blight damage.
Epidemic from Godll hits Armoured skeleton warrior for 21 blight damage.
Celia casts Rime Wraith.
Talent Corrupting Strike is ready to use.
Talent Pestilent Blight is ready to use.
Spikes of Decrepitude hits Godll for 24 cold, 24 cold (48 total damage).
Epidemic from Godll hits Celia for 21 blight damage.
Armoured skeleton warrior is free from the weakness disease.
Acid Splash from Godll hits Armoured skeleton warrior for 7 acid damage.
Epidemic from Godll hits Armoured skeleton warrior for 20 blight damage.
Epidemic from Godll hits Armoured skeleton warrior for 21 blight damage.
Talent Born into Magic is ready to use.
Talent Cyst Burst is ready to use.
Talent Acid Strike is ready to use.
Celia is free from the epidemic.
Spikes of Decrepitude hits Godll for 24 cold, 24 cold (48 total damage).
Godll the level 21 higher reaver was frozen and shattered into a million little shards to death by Celia on level 2 of Last Hope Graveyard.